About This Project
This personal project was built around the level structure philosophy of Metroid Prime, where multiple interconnected paths continuously loop back to a central hub.
At the heart of the level is an open courtyard that serves as the main hub, allowing players to naturally revisit familiar spaces while gradually unlocking new routes. The player's primary objective is introduced early: find a way to unlock a house and rescue an injured companion. As the journey unfolds, new challenges emerge, forcing the player to fight through groups of infected while exploring the environment.
One of the core design goals was to create clear player guidance through environmental layout. Whenever the player encounters a locked door, they are also given visual information about where the key can be found. The challenge isn't discovering what to do, but overcoming the obstacles that stand between the player and the objective.
The final objective is to restore power and escape with the injured companion by car.
Visually and atmospherically, the level draws inspiration from The Last of Us. I aimed to capture its grounded post-apocalyptic mood through environmental composition.
I also developed gameplay blueprints to support environmental events and reinforce the intended mood throughout the level.
For this project, I was responsible for both the Level Design and Technical Game Design.














