Level Design

The Catacombs - A horror level design concept

This level focuses on psychological horror, subtle exploration, and emotional descent.
A 2D level map
A dim, narrow corridor funnels the player forward, setting a tense and claustrophobic tone.
The player crouches between three tight paths, introducing multi-route choice and claustrophobic traversal.
A distant collectible glows beyond the crossroads, subtly luring players toward the deadly drop ahead.
Surrounded by hazards, this secluded chamber challenges players with a puzzle to unlock their escape.
A distant shrine is glimpsed through a small window, teasing reward—access gated by a simple environmental puzzle.
The shrine reacts to player choice—offering cryptic guidance when fed, or silence when merely observed.
The player squeezes through a suffocating prone-only tunnel, heightening tension and sanity strain.
  • Funneling & Foreshadowing: Players are subtly guided through lighting, broken architecture, and glimpses of key locations like the shrine, encouraging natural progression without handholding.

  • Verticality & Claustrophobia: Drop-down-only pits and crawlspaces build tension. These tight areas affect a sanity meter, pushing players to balance risk and exploration.

  • Emotional Impact: Descending deep into the catacombs reflects the protagonist’s own moral spiral. Enclosed areas create panic, while open shrine chambers offer eerie relief.

  • Puzzle Integration: Shrines are activated through indirect clues. Feeding them unlocks progression, and players must solve spatial puzzles in areas surrounded by death pits or unreachable ledges.

  • Side Routes: Optional paths offer collectibles or lore, often revealed early via vantage points. These loops reward curiosity without breaking flow.

This level blends exploration, environmental storytelling, and emotional pacing to create a deeply immersive, branching experience.

The Sunken city of Rakshasa Empire - Company test project

This level was designed as a part of a test given by a company. I was asked to design a procedural level for a metroidvania theme based on ancient India. (Expand to open)

This is a runthrough of one of the levels of a metroidvania game concept based oon ancient India.

  • Setting: The ancient sunken City of the Rakshasa empire, once a thriving empire, now submerged and cursed. The city is a labyrinth of half-destroyed palaces, burning temples, and abyssal trenches where cursed fire continues to burn underwater.

  • Objective: Defeat Yamaraa, the shadow god of death, and retrieve the Sunfire Pearl to harness cursed flames and uncover Rakshasa secrets. Overcome shadow enemies, Neeras, whirlpools, water vines, and a self-destructing bridge.

Procedural Level Design – Sunken Labyrinth

  • Modular zones reassembled on death, relic collection, or re-entry for replayability.

  • Key zone types: Entrance, Puzzle, Combat, Treasure, Boss.

  • Puzzle failure spawns shadow-clone enemies on next attempt (they multiply).

  • Layout ensures progress: puzzles placed before combat for smoother flow.

  • Hazards: whirlpools, water vines, self-destruct bridges, water pressure.

  • Oceanheart Relic (Shankha) – Unlocks swift movement through post-barricade water.

Level Diagram

One of the iterations of the procedural level

Entry Zone: Player enters an ancient submerged city where strong water currents affect movement. Inscriptions hint at the current being a major obstacle and guide the player to the first puzzle.

Puzzle Zone: Ancient ruins show a missing stone barrier system. Players must locate and place stones to temporarily block the current. A timer starts post-solution, urging fast progression. Incorrect solutions trigger traps; if the player dies, their shadow appears as an enemy on the next attempt.

Enemy Zone: Timed combat against Neeras (water wraiths) in partially flooded ruins. Medium difficulty—water still hinders movement.

Treasure Vaults: Hidden shop contains health/energy potions and the Oceanheart Relic, which grants fluid underwater movement. Crucial after timer expires and ruins begin reflooding.

Boss Zone: Arena battle against Yamaraa, the Demon Lord. Victory grants the Sunfire Pearl, a powerful relic.

Secret Lore Zone: Hidden area revealed using celestial orbs. Contains deep lore and remnants of Varuna's legacy.

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