Level Design
The Catacombs - A horror level design concept
This level focuses on psychological horror, subtle exploration, and emotional descent.








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


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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