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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).
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.
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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