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
Saw Blade Trap
Schematic Map
Schematic Map
Spike Trap
Spike Trap
Style Inspiration
Style Inspiration

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