Creating memorable platforming journeys through exploration, pacing, and iteration.
- Design a level that constantly moves the player forward without making them feel rushed.
- Encourage players to leave the main route by hiding shortcuts, treasure chests, and optional paths
- Create multiple skill levels by offering increasingly difficult routes while keeping the critical path accessible for younger players.

Players receive the snowboard and unlock rail grinding early in the level. This allows the mechanic to be introduced in a safe environment before becoming central to later encounters.
Rather than increasing the difficulty of the critical path, I designed optional routes that rewarded players willing to take greater risks. Curious players could discover hidden treasure chests, faster shortcuts, and more challenging platforming sequences without preventing less experienced players from progressing.
The level alternates between moments of high-speed movement and slower platforming sections. These quieter moments give players time to observe their surroundings, prepare for the next challenge, and appreciate the environment before accelerating again.
From the opening snowstorm to the warmly lit-up village at the end of the mountain, I wanted the player's journey to feel like a continuous descent toward safety. Every major landmark was placed to reinforce that sense of progression.
- Reward curious players with hidden paths, secrets and optional puzzle moments.
- Make the player feel small in a dangerous and mysterious world through oversized environments and environmental storytelling.

- Design the level so that curious players naturally uncover optional puzzles, hidden paths, and environmental storytelling without interrupting the main progression.
The original version of Duke's Rainbow Bog, focused heavily on optional paths, environmental storytelling and rewarding curiosity. Some of these paths were kept but simplified and some even moved to more visible locations.
When the redesign became necessary, I focused on preserving the strongest moments rather than trying to save every section of the original layout. These moments became puzzle pieces I pieced back together filling in some of the cracks that formed between them.
This project fundamentally changed how I approach new levels. Rather than starting with a large vision and reducing it later, I now begin with a smaller, fully playable experience that can be expanded if necessary. I do however keep in mind when building my new levels that "here a path could be added or over there, a secret door/shortcut could be made".
- Create new gameplay experiences by combining existing components in unexpected ways instead of relying on new features.
- Design encounters that could be quickly tested, adjusted, and expanded without requiring additional engineering work.
- Alternate between traversal, timing challenges and puzzle moments to keep the level varied while maintaining a clear sense of progression.
Rather than requesting new mechanics, I explored the full potential of the project's component system by combining existing behaviours in new ways.
I wanted a surveillance camera that detected the player, triggered an alarm, and forced them back to the previous checkpoint if they remained inside the spotlight.
Creating a completely new mechanic wasn't feasible within the project's production schedule.
Instead of requesting new code, I repurposed an existing swinging platform component, changed its rotation axis, attached a cone-shaped spotlight, and used an existing respawn trigger to recreate the intended gameplay. The mechanic was built in approximately ten minutes using systems already available in the project.
To improve communication across disciplines, I color-coded my blockouts so artists and designers could immediately recognize gameplay functionality. Moving platforms, hazards, and climbable elements each used consistent colours, making discussions and reviews significantly faster.
Collaborated closely with programmers to confirm component behavior, artists to align on the camera's visual read, and the producer and principal design lead to validate the encounter against production constraints.