Objective
Design and build a level that features:
- At least two types of enemies
- At least two types of traps
- A functional third-person shooter mechanic from a top-down perspective
My Role
As the game designer, I was in charge of:
- Rapid level layout planning to meet gameplay and technical requirements
- Creating a technical level sketch (schematic map) to guide the development process
- Placing enemies and traps for balanced difficulty progression
As a programmer, I contributed to implementing core gameplay features and enemy behavior based on my design.
Level Overview
The level is designed in a medieval dungeon style, featuring stone walls, torches, and claustrophobic combat spaces. It consists of two main rooms, each introducing unique gameplay challenges:
Room 1:
Trap: A moving saw blade that travels horizontally across the room
Enemies: 4x Type I enemies (100 HP, 5 damage per hit)
Room 2:
Traps: 5x floor spike traps that activate vertically
Enemies: 4x Type I enemies + 1x Type II enemy (150 HP, 20 damage per hit), spawns after defeating all Type I enemies
Design Highlights
- Emphasis on player positioning and movement to avoid environmental hazards
- Deliberate enemy placement to build up tension and reward tactical play
- The second room introduces layered combat and reactive enemy spawning, enhancing pacing and surprise
This project demonstrates my ability to think and work under time pressure, quickly develop functional-level design, and translate ideas into a playable experience. It also highlights my combined skills in both game design and technical implementation.

Saw Blade Trap

Schematic Map

Spike Trap
