Level Designer

Fragment from the Undercover Project
This short video shows a level of development for Undercover. A quick look at the design and details that are part of the creative process in this project.

 If you want to share it here you have the link.

Action Adventure and Puzzle

is a part design of a 2.5D platform/adventure game with elements of puzzles and combat.​

 
 
 
 

These three levels combine light and combat mechanics to create a dynamic experience. The player must collaborate with the dog to activate the Sunbeam, a key mechanic that transforms the environment and affects enemies.

Puzzles and Gameplay Integration
The puzzles in this level are designed to take advantage of the Sunbeam mechanic. Their purpose is to progressively teach you how to manipulate light to advance, solve challenges, and strategically engage enemies.

Types of Puzzles
Sunbeam Activation Puzzles

Mechanics: You have to stand on his silhouette on the ground and summon the other character to activate the Sunbeam.
Challenge: The ray has limited time, so the player must move fast before it disappears.

Level Structure
Tutorial Zone: Teaches how to activate the Sunbeam and how to use it to unlock paths.
Intermediate Zone: Introduces enemies and combined mechanics (platforms + light).
Advanced Zone: Tests everything you’ve learned with more challenging puzzles and moving enemies.
Impact on Gameplay
✔ Fluidity: The combination of puzzles and combat keeps the pace dynamic.
✔ Accessibility: Designed for casual players with intuitive progress.
✔ Rewarding Exploration: Secrets and optional collectibles encourage curiosi

 

New Level Idea for Overwatch 2: Hero Master Mode

Documentation

  • A one pager describing the goal of your round, level you picked and the general direction of the course
  • A 2D map of the course
  • A design document describing details of your course

2D Map

All the items from the level

All the enemy from the level

All the structure of the level.

Level designer

Ground Zero

Design of a labyrinth using Unity tempering GroundZero.

Gameplay of the GroundZero. If you want to play click on the button below.

 

Go Fishy Go Goldie!

Spacecraft level design

Spacecraft level design

Spacecraft level design

Spacecraft level design

Earthy Level Design

Earthy Level Design

Catzzle

Move the objects in order to reach the end.

Puzzle 1

Puzzle 2

The Dark City

Here you can see the 9 level designs I created for the dark city.
In the first levels, you learn how to move and use the skills and as you level up you get to know the different enemies.

Nivel 9
Nivel 7
Nivel 8
Nivel 5
Nivel 6
Nivel 4
Nivel 2
Nivel 3
Nivel 1
previous arrow
next arrow

Map of The Cave (Unity)

The player finds the cave where a secret sect that has been killing people and stealing artifacts for millennia is hiding. 

The kinematics follow one of them through the forest and suddenly he disappears. The forest is dark and the player must find the cave door and follow the enemy’s whistle

He will also have to pass several underwater tests with a puzzle. In the cave he must get to the ceremony room and retrieve the stolen artifact before it is used. 

The end will be frantic because the battle against the boss and all the soldiers will be a fierce fight. The fight against the sorcerer will leave the place quite broken and the foundation won’t hold and the cave will start to collapse and the player will have to escape or stay underground forever. 

When you go out at the end and turn around you see a Mayan temple collapsing.