Level Designer


The Hunter
"The Hunter" is a story-driven game inspired by the Tortoise and the Hare, but with a dark twist. You begin as the hunter and the “Tortoise” your best friend, helping him at any cost against the “Hare.” As the story unfolds, each chapter reveals deeper layers of betrayal, survival, and vengeance, turning a simple race into a deadly game of strategy. The choices you make shape the hunt... and the ending.
Swamp Section Playthrough

Swamp View
Tree Climb Section Playthrough

Tree Section View
The World
In this project I used the environment to tell a story and naturally make the player progress through the natural flow of the level design.
-
Environmental storytelling: Used the environment to naturally support and advance the narrative. Placed key elements strategically to guide players without instructions, allowing the world itself to convey parts of the story.
-
Meaningful dialogue integration: Used dialogue not just for lore, but to trigger events and progress gameplay. Ensured conversations felt purposeful and directly connected to player actions and outcomes.
The World Layout

Swamp Section
In this section, the player is immediately met with towering walls and strange mushroom like creatures wandering the area. My goal was to encourage exploration rather than having the player move straight through the area.
-
Encouraging exploration: Introduced towering walls and roaming mushroom like creatures to create intrigue and subtly discourage players from simply moving through the level. This setup made players to explore and engage with the environment more thoughtfully.
-
Guidance and discovery: Placed a window strategically to reveal a wall so when the button is pressed it drops and reveals another area. Reinforcing a positive reinforcement to explore rather than just run in a straight line.
​
Swamp Layout
.jpg)
Tree Climb
For the climbing section, I wanted it to feel like a special path to reach the bunny and stop them from finishing the race. I wanted the player to earn this ending by tackling a challenging section that involved climbing a massive tree filled with enemies and jumps.
-
Designing challenges: Crafted the tree climb as a high stakes moment tied directly to the story's climax. The goal was to make this section feel earned, not just another path, by having a challenging memorable climb.
-
Balancing difficulty and player motivation: Designed the ascent with enemies and branching tree stems to create tension, carefully tuning the challenge through playtesting to avoid frustration while maintaining excitement and urgency.
Tree Climb Layout
.jpg)