This page features four of my top assignments from the CGMA Level Design course (2025). The course covered game design theory, shape composition and player psychology, with a strong focus on designing and iterating level blockouts. Using Unreal Engine, I worked through the entire level design process, from initial planning to playable prototypes to playtesting, crafting immersive environments that enhance gameplay and player experience.
Create a floating city with unique traversal opportunities, big compositions and platforming mechanics.
🎯 Showcased Skills
Flow and Rhythm – creating a smooth and satisfying sequence
Encouraging player agency with a non-linear structure
🧭 Design Intent
I designed a hub-and-spoke layout where the “bazaar” island serves as the central hub. From there, the player can access three themed floating islands, each offering a different traversal and collection challenge. The goal was to encourage spatial awareness, light narrative, and non-linear progression.
The Bazaar: “Central island”
Yellow island: “Golden Grove”
Purple island: “Amethyst Jungle”
Blue island: “Jellyfish Pond”
🎮 Main Gameplay Loop
1. Talk to merchants.
2. Travel to islands.
3. Complete light platforming and exploration in each island.
4. Return artifacts to unlock final dialogue/moment.
🌟 Island Highlight: Golden Grove
One of the three islands, Golden Grove, stands out as a lush bee sanctuary. Players navigate across giant lily pad jump pads, follow a glowing golden river, and ultimately collect a massive golden bee as the quest artifact. This area allowed me to experiment with thematic level design tied to a unique biome.
Lily pad jump pads guide players and offer a fun traversal mechanic.
A golden river leads players toward the hidden bee sanctuary.
Branching choice: return to the Bazaar or explore the Purple Island, enhancing player agency.
▶️Full Level Walkthrough
This optional walkthrough video captures the full level flow and traversal from the central bazaar to all three floating islands.