
Summary
You play as lost child, trying to get home.
To get there you must solve environmental puzzles and avoid the soldiers that kills everyone they can find.
With this level I wanted to play with dreadfulness and eerie feelings.
GOALS
Create a narrative adventure with side-scroller features
"Fixed" camera composition
Variation in tension
Environmental storytelling
Overview

Level Beats
Barn Puzzle
The space is designed for immediate readability, showing both the blocked exit and the path forward on entry.
Here the thresher is the focal point, with a lever that clearly communicates cause and effect, when the blades creates a bridge to the hay bales.
The Tank
The Tank is placed directly after the puzzle to shift the tone and introduce an atmosphere of destruction.
Its meaning is intentionally left open, but it serves as a grounded reference to real-world conflict, reinforcing the level's underlying theme.
Enemy Encounter
After introducing the enemy as a threat, I reinforced this by placing the enemy above the player, scanning down achieved a sense of helplessness.
The scanning of the flashlight stands out in the otherwise dim and static lights around the level.
Chase Sequence
When the player clears the train-section of static enemies by crouching under a broken train cart, I wanted to create a sense of safety, only to then throw them a chase sequence.
The Chase done with the intent to contrast the slow and sneaky section with a high intensity finish.
Factory Puzzle
After avoiding the chase, the pace slows down into a new puzzle space.
The box-drag by itself lacks engagement. To address this, I combined the previously introduced elements to create a more dynamic interaction:
- Lever-pull to access the box.
- Box traversal as the core interaction.
- Enemy presence above, applying pressure during the event.
This transforms a simple interaction into a tension-driven puzzle.
Forest
The forest's main purpose is to contrast the upcoming battlefield by slowing the pacing and putting the player into a brief state of calm.
It finishes with a crawl space that acts as a funnel into the next space. Two dead bodies serve as environmental storytelling and foreshadowing the chaos ahead.
Battlefield
The Battlefield serves as a reveal of the world, shifting gameplay into a quiet traversal through destruction.
With no active combat, the player moves through a desolate space filled with burning bodies, disabled tanks, and shattered trees, while distant explosions reinforce the ongoing conflict.
Among the chaos stands a lone house with a small yard. Juxtaposed by the flattened terrain, it creates a clear focal point to guide the player forward.
Puzzles
Barn Puzzle breakdown
Factory Breakdown
Production
Enemies
Spotlight Enemy
Chase Enemy
Reflections
Overall, I'm happy with the result. If I were to revisit the level, I would refine the onboarding of the core mechanics. However, that was not the main intention, the level is designed with focus on pacing, composition and readability.
As mentioned under "Paper Design", the level would benefit from a peak tension moment that introduces more enemy pressure in the forest before finally slowing down on the battlefield. I believe this would have created a memorable final beat.
I'm drawn to narrative-driven experiences that evoke emotion, and this project was an exploration of that without dialogue, sound or NPC interactions.
Designing a purely visual experience that still creates emotional impact was challenging with the timeframe that I had, but it was a very rewarding process.






















