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11 / 2024
This level was created as a way to explore the key components of good level design and to bring them together in a cohesive and functional layout, regardless of constraints.
It is not designed for any specific existing game, but instead incorporates core mechanics found in many titles. The rules are simple: the player can move, jump, and shoot arrows that stop after a certain distance. The camera is third-person.
Particular attention was given to environmental storytelling, which, though simple, provides a narrative thread and a meaningful context for the mechanics used throughout the level.
Level Design Study
Full Level Production





Level Design Study
Full Level Production


11 / 2024
To design the full level, I first established a simple narrative framework. This allowed me to identify coherent and relevant gameplay situations that would introduce something new for the player (highlighted in blue).
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The first is a kind of race against time, where the player must shoot enemies who are running beneath leaf-covered shelters before they reach them. The second involves a slope too steep to walk on; the player slides down and must jump at the right moment. Finally, the third is a boss fight with a sniper-type enemy that features multiple phases. The player progresses through areas with close cover, then distant cover, and eventually alternating cover.
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The primary goal of these sequences was to offer varied gameplay by forcing the player to adopt unique behaviors that deviate from the default playstyle.




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