Case Study 01 • Level Design

Your Project Name — Encounter-driven dungeon

One sentence: what the level is, what it’s for, and what makes the problem non-trivial. Example: “A multi-route dungeon designed to teach a new enemy archetype while escalating pressure across three beats.”

Blockout → Polish Combat beats Wayfinding Iteration

Overview

What you built, for whom, with what constraints, and how success was evaluated.

Role & scope

  • Role: Level design (blockout, encounter authoring, scripting hooks).
  • Team: (solo / small team / class project / studio)
  • Duration: (e.g., 3 weeks) — include iteration count if you have it.
  • Tools: (engine, editor, scripting, spreadsheets, etc.)

Goals & constraints

  • Primary goal: teach X, then stress-test it under Y.
  • Constraints: memory budget, encounter count, traversal time, etc.
  • Success metrics: time-to-objective, deaths, confusion points, path diversity.
Elevator pitch (keep this tight): The level teaches the player [new concept] using [space + encounter design], then escalates through [beat 2] and culminates in [beat 3] where [systems interaction] creates varied solutions.

Layout & encounter design

Show intent: critical path, optional path, gating, sightlines, and beats.

Beat structure

Beat Player intent Design levers
Beat 1 Introduce the space + teach the core mechanic/enemy. Sightlines, safe reset pocket, first “readable” flank route.
Beat 2 Escalate pressure + require a choice (commitment). Crossfire geometry, elevation, timing windows, resource placement.
Beat 3 Climax: combine concepts + reward mastery/creativity. Multi-solution arena, hazard interplay, enemy roles, escape vector.
Add an overview image: top-down map, greybox capture, or annotated layout. Put it in assets/ and uncomment the <img>.

Wayfinding strategy

  • Landmarks: (e.g., skylight, altar, turbine room).
  • Breadcrumbs: lighting, props, sound, enemy placement.
  • Occlusion: reveal goals in stages to prevent overwhelm.

Combat readability

  • Keep “threat sources” legible: avoid hidden crossfires early.
  • Use elevation to suggest roles (snipers up, brawlers down).
  • Provide at least one “reset” pocket per major beat.

Iteration & playtests

Show before/after decisions. This is the most persuasive section for hiring.

Playtest findings → changes

Finding Hypothesis Change
Players missed the optional route. Landmark not visible at decision point; signage too subtle. Opened sightline, added lighting contrast + prop frame.
Beat 2 felt “spiky” (unfair deaths). Unexpected crossfire + no safe reset pocket. Reduced angle overlap; added cover rhythm + fallback nook.
Climax dragged past desired duration. Too many waves; unclear win condition. Cut wave count; added explicit objective cue + faster read.
Before: add a screenshot with a short, specific annotation.
After: show what changed and why it improved the experience.

Outcomes

State what improved, how you know, and what you would do next.

Results

  • Readability: fewer wrong turns at the first junction (evidence: notes/metrics).
  • Pacing: combat duration closer to target (e.g., 6–8 min).
  • Agency: increased route diversity (players used flank more often).

What I’d improve next

  • Increase systemic interplay in Beat 3 (hazards, AI roles, environment affordances).
  • More robust onboarding for mechanic X (earlier safe demonstration).
  • Add accessibility pass for contrast, readability, and navigation cues.
One-sentence takeaway: The key lesson from this level was [your lesson], and it directly changed how I approach [future design decision].