I developed a prototype of the first level of an Action RPG in just 10 hours, focused on rapidly validating the game’s core systems.
The project is set in a prison controlled by a secret society, which gradually expands as events progress. From this initial space, the player begins their progression: choosing a class, learning combat, acquiring their first equipment, and advancing through a mission-driven flow with gated areas that unlock over time.
The level design follows a guided structure:
- Narrative introduction and class selection through NPCs
- Optional combat tutorial with weapon selection
- Early economy system through an artifact area
- Progression based on keys, missions, and area unlocking
- First equipment obtained through the blacksmith
One of the main missions involves recovering a key stolen by prisoners. After defeating them, they come back to life, introducing a mechanic that forces the player to use specific tools provided earlier, reinforcing system learning.
Quest Design – Level & Map Overview
This project showcases my work as a Quest Designer, including the design of two interconnected missions supported by 2D maps and gameplay flow.
The first quest focuses on exploration and player onboarding within a forest environment, where the player learns core mechanics (movement, traversal, item collection) while following the main objective and optional side content. The level design guides the player through environmental cues, optional areas, and hidden rewards to encourage discovery.
The second quest shifts to a stealth and combat scenario inside a laboratory. Here, the player must choose different entry points and adapt their strategy (stealth vs. direct combat), with multiple outcomes based on player decisions.
The maps included illustrate level layout, gameplay zones, enemy placement, key objectives, and progression flow, demonstrating my approach to guiding the player experience through spatial design and mission structure.