Sun Spear 2023
Designing the world of Sun Spear began with a breakdown of the four main areas of the game (Tutorial, Mini Boss 1, Mini Boss 2, Final Boss.)
We wanted a map that allowed the player to view their goal and look back on what they had previously overcome. This quick layout provided a foundation to build the rest of the game on. I focused on using verticality to make the world seem bigger than it actually is.
With the general layout decided, I outlined the specific structure of the game. In the first third of our game the player would start in a tutorial area, move to an enemy encounter, then challenge a mini boss. The second third would repeat the encounter and mini boss format, introducing a new enemy type. The last third would have a final enemy encounter and the final boss.
I started with the boss arena design. A circular arena is classic for boss fights- it provided our player with a lot of space to maneuver around and line up long-ranged shots. It also gave us a good area for play testing enemy AI throughout development.
I wanted the edges of the boss fight to feel natural. Using collapsed pillars formed an intuitive border without overly relying on invisible walls. It also fit with the ancient ruins theming of our game.
The first enemy encounter was important to get right. It is the first time the player encounters enemies that can hurt them. I gave the player more space then they needed so they could keep a good distance from the enemies.
Like with the boss arena, I wanted the borders of the combat area to make sense. I decided to use a campsite as the setting so tents, carts, and other props could frame a circle arena.
The fireplace in the middle of the arena helps break up the space so players can put a prop between themselves and the enemies.
The second enemy encounter features a more complicated battlefield. Greyboxing the level out helped our team test sightlines for weapon throws, enemy spawn locations, and overall player experience.
During playtesting, we received feedback that the areas in the level felt too similar. Because of scope our 3D Artist could only make so many unique assets.
To remedy this I worked with our programmer to create unique shaders for each area of the game. Each area had a unique time of day and color palette, allowing us to reuse assets but have each level stand out.
Enchanted Eats 2023
Enchanted Eats contains one level throughout the entire game. The challenge with this project was creating a kitchen with intuitive minigame stations and a dining area that hosted all the NPC characters.
The level went through several iterations. I wanted the players to be able to do the cooking mindlessly while reading the game's dialogues. Playtesting focused on how the player moved around and how the level could better encourage multitasking.
Our game was isometric, so the first passes were blocked out using default tile types. The kitchen would be kept in the back, while the NPCs could be interacted with in the front.
The NPC characters were all given a unique 'spot' in the restaurant to sit at. This took a few passes to get right and find a way of organizing them that allowed all the sprites to be visible at once.
Crystal Caverns 2025
This level was made to sharpen my ability to design levels using various foundational Level Design principles. I challenged myself to create a 5-10 minute experience in just one week, documenting my design decisions along the way. The level features parkour and combat elements.
Player Onboarding & Guidance
The player begins the level in a tutorial area. This area has falling platforms, but also has a floor beneath to catch the player if they fall. The jumps are simple but still require the player to keep moving.
Architectural Layout & Spatial Contrast
This game is designed to start narrow, open up, then narrow back down again. The tutorial is a straightforward path. The center offers a bigger area with two paths to choose from. The final gauntlet is once again a straight-shot directly to the boss.
The goal was to start with a simple goal for the tutorial, give the player a lot to be curious about in the middle, then narrow the focus again so the tension for the final boss fight can build.
Interconnected Paths & Non-Linearity
The game’s middle section has two halves- a fire half and an ice half. The player must get through both platforming and combat challenges on each side, but the order is up to the player.
The paths also double back on themselves with the player returning to the main room after completing each side. Once the player gathers the trigger object at the end of the route, the associated color crystal blocking the path will vanish. This shows the player the effects their actions are having on the environment over time.
Verticality and Layering
The center area of the main room has an elevated platform from which the player can see up to their objectives, as well as a possible path to get up to such a height. Once the player has reached this height they have sightlines to both their next objective and the final area of the game.
Looking up invites the player to be curious and explore, and the sightlines are a reward for this exploration. It also gives the player all the information about what they should be doing next.