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EXTRAS

All my sidequests

LEVEL DESIGN

Cavern Bonanza Level (Spark Project)

This is a level I designed for a class project using the Unreal project called Spark, which is inspired by Spyro the Dragon. Our professors gave us a bunch of pre-made assets, and our task was to design a level that felt fun to explore, had good pacing, and took advantage of all the gameplay elements we had access to.

This level spans a 135m x 135m area, filled with verticality, multiple enemy types, environmental hazards, collectibles, and platforming challenges. The level was designed to encourage exploration while guiding players along a critical path using visual cues and geometry.

Overview

The Cavern Bonanza is set in a subterranean network of crystal formations. Players must navigate through a maze of tunnels while avoiding dangerous traps and enemies and collecting the treasure scattered throughout the caverns. The level contains difficult platforming sections in which Spyro must jump and glide across chasms to reach new areas. Aside from platforming challenges, "Cavern Bonanza" includes several puzzles that players must solve in order to progress. Spyro's abilities, such as his headbash or flame breath, could be used to activate mechanisms and uncover hidden paths.

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Gameplay

The intention behind the design of the "Cavern Bonanza" level is to provide a challenging and engaging experience for players by combining various gameplay elements, such as platforming, puzzle-solving, and exploration. The use of Spyro's abilities in creative ways to solve puzzles and uncover hidden paths adds depth to the gameplay and encourages players to experiment with different approaches. The dangerous traps and enemies, as well as the need to collect the rare crystals, provide added motivation for players to navigate through the maze of tunnels and progress through the level.

Objectives

  • Collecting gems: Players must collect gems scattered throughout the level, which could be used to purchase new abilities or unlock hidden areas. (Red, Green, Blue, Yellow and Magenta)

  • Rescuing dragons: Players must rescue dragons that have been trapped by the game's villains, earning rewards, and unlocking new abilities in the process.

  • Defeating enemies: Players must defeat various enemies found throughout the level, using Spyro's abilities such as flame breath, charge, or headbash to take them down.

  • Helping the inhabitants of the game world: Players must help the inhabitants of the game world, such as dragons or fairies, by completing tasks or solving problems.

  • Collecting power-ups: Players must collect various power-ups, such as health or energy refills, to help Spyro on his journey.

  • Finding secrets: Players must explore the level and find hidden secrets, such as hidden paths, collectibles, and power-ups.

  • Reaching the end of the level: The ultimate goal is to reach the end of the level and defeat the level boss, progressing to the next level or a new area within the game world.

Super Mario World 

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Gameplay

Cavort Plains is a Super Mario World-inspired level I designed with a focus on creating fun platforming segments, clear visual guidance for the player, and a satisfying flow from start to finish. The level is split into three parts: two main sections (1 & 2) and one sub-level accessed via a warp pipe.

The challenge increases gradually, starting with simpler Goombas and single jumps, and slowly introducing more hazards like Piranha Plants, Koopa enemies, and more complex platforming.

No Keys Harmed Level Design

No Keys Harmed 

Overview

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For our final project, No Keys Harmed, I also worked on designing and building Level 3, Level 4, and the Final Level out of the 5 total in the game. It was a solo project, so I was responsible for bringing these levels from idea to implementation, and it was honestly one of the most fun and rewarding parts of the development process.

I started with basic BSP blockouts for all three levels to get the layout and flow right. As we completed new mechanics and systems in the project, I began adding them into the levels and testing everything along the way. Seeing each level evolve from a greybox to something fully playable and engaging was incredibly satisfying.

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Design Objective

One thing I really focused on was player progression. Each level introduces a new system or mechanic, but also brings back elements from the previous levels to keep things interesting. Combining different systems and turning them into puzzles was a fun challenge, it pushed me to think creatively and design moments that felt fresh.

The Levels

Level 3 - The Binaryverse

This is where I introduced the Corrupted Binary Platforms. They disappear for a few seconds after you step on them, so timing becomes super important. I also added a puzzle where players must activate four computers scattered throughout the level to open the final door. It was a great mix of platforming and problem-solving.

Level 4 - The Digital Disarray

Here, I added enemy drones that shoot projectiles, which really changed the pacing. Players had to be more careful with their movement, especially in tight platforming sections. It added tension and kept things from feeling repetitive.

Final Level - The Mainframe Mayhem

This level brings everything together. I combined all the mechanics from previous levels:

  • Quarantine space puzzle

  • Glitch zones that shrink the player

  • Jump pads

  • Corrupted Binary Platforms

  • Computer activation puzzles

  • Enemy drones

It’s designed to test everything the player has learned so far. It was a blast designing this level, seeing all the systems interact and creating challenges that felt layered and fun was really exciting.

You can view the level through the gameplay footage below, or experience it firsthand by playing the game on Itch.

GAMEPLAY

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Explore

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It's all about how the game feels 

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