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The following work is form Project Timi: Sasha's Curse, a 3D Rhythmic Action-Adventure game developed in Unreal Engine in which I worked on as Gameplay Designer, Level Designer, UI/UX Designer, Writer and more.

Project Timi's Level Design

Project Timi's level design is heavily inspired in Shigeru Miyamoto's "Miniature Gardens" philosophy. The levels are meant to be playgrounds packed-full of secrets and places to explore and contemplate.


As level designer on this game, I did the following:

  • Built over 30 rhythm-based levels in Unreal Engine. Handling level iteration from initial blockout all the way to the shipped product.

  • Implemented gameplay events, cutscenes, missions and puzzles using Unreal Engine Blueprints.

  • Polished and optimized responding to player feedback by reworking and tweaking level designs to ensure the environments were easy to understand and fun and satisfying to explore.

  • Collaborated with artists and programmers to ensure each level is fun, visually stunning, and smooth to play.

  • Participated in the game's production planning. Ensuring alignment with the game design direction and philosophy.

My Process

Level Concept & Goals:

Identify level goals and sketch ideas to achieve it and a rough guideline of the level layout. Define narrative and gameplay beats.

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Feedback and Iterate:

Play the level repeatedly. Find people to play the level as well and collect extensive feedback. Analyze it, understand it and iterate based on the root of the problem.

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Level Blocking:

Get the overall layout of the level in the engine. Stablish landmarks, and other important gameplay sections. Ensure there is a clear rhythm and navigation through the level.

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Gameplay/Systems Integration:

Implement gameplay encounters, puzzles, and level-specific mechanics.

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Polish:

Applying final level tweaks, such as collisions and lighting. Collaborate with artists to ensure stages are both fun to play and beautiful to look at.

Level Sample

This is the first level of Project Timi's second world. It serves as an introduction to new mechanics, dynamics and enemies.
 

Level Goal: Let the player experiment with their newly acquired ability. Presenting challenges that will help them understand its potential in exploration and combat.

Objectives

Learn new traversal mechanics

  • The player unlocks the "Windy Twirly" ability that lets Timi "jump" (in a way). The level is meant to teach the player how to use Timi's newly unlocked verticality.

 

Introduce new gameplay actions and interactions

  • The level introduces gameplay features that the player can use to "play around" with Timi's new ability. 

  • This features are introduced gradually before asking the player to interact with all of them at a time in a high-risk scenario.

 

Introduce new enemies

  • New enemies are placed in areas where the player can safely observe them before having to interact with them. 

  • Enemies are placed only after the player has practiced with the new ability, letting them get comfortable with it before any encounters.

 

Encourage exploration

  • Place items and rewards in places just out of reach to encourage player so experiment with the new mechanics and dynamics.

Sketches and Ideas

For this level I started by sketching individual encounters to map out what the player needs to learn and how. Next, I outline the overall level layout, establishing the main beats and landmarks before moving everything into the engine.

(This sketches are only for me)

Level Beats

1. Introduction to new mechanics

In order to complete the level, the player must use the new mechanic. (The new "jump")

This concept is taught and reinforced throughout the level.

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2. Reward Exploration

Some treasure is visible but out of reach, forcing players to explore the level and use newly introduced mechanics and dynamics to find a way to get it.

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3. Introduce enemies and encounters

Players must combine everything they've learned so far to progress. This encounter takes place in a safe zone with less risk.

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4. Combat

A new enemy is placed at the half-way point of the level. This enemy is placed in a wider zone where the player has lots of space to interact with it and learn. This combat is optional but the player is highly rewarded if they defeat it.

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5. Challenging encounters

As the player is learning the controls, I gradually introduced situations that ease them into being comfortable with the new mechanics and present them with a bigger challenge at the tail-end of the level.

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6. Secrets

Secrets are hidden everywhere. This teaches the player to always be experimenting with their environment.

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