top of page
ChatGPT Image Feb 5, 2026, 10_42_04 AM.png

Gameplay Design · Level Design · Technical Design

2D Platformer
Puzzle
Single-player
Let gravity take hold and it will all fall into place.
Game: Fall In
Role: Level Designer, Game Designer, programmer

Personal Development Project
Engine: Godot 4
Released: 2025
Duration: 2 Weeks
[Place Holder Text]
In "Dome," players can explore a post-apocalyptic city encapsulated within a dome, as they use parkour to traverse buildings and rooftops to scavange for resources that allows them to craft weapons and tools.

On this project I was responsible for creating an open world that encourages exploration, parkour and gliding. To accomplish this I worked with natural landscaping, traversable rooftops and explorable building interiors. 
Through development I used Unreal Engine tools such as landscaping, painting, foliage and splines to incorporate natural spaces and roads into the design. I also developed custom tools, including a spline for constructing the dome and some trains, as well a building block-out tool that enabled dynamic creation of buildings with varying assets, sizes, and floor counts.

Pre-Production

[Place Holder Text]
During pre-production I break down what makes an open world fit for exploration, parkour and gliding so that I can set expectations for what the most viable product should look like.  

Designing the level

[Place Holder Text]
During pre-production I break down what makes an open world fit for exploration, parkour and gliding so that I can set expectations for what the most viable product should look like.  

Scripting new features

[Place Holder Text]
During pre-production I break down what makes an open world fit for exploration, parkour and gliding so that I can set expectations for what the most viable product should look like.  

Re-designing the gameplay

[Place Holder Text]
During pre-production I break down what makes an open world fit for exploration, parkour and gliding so that I can set expectations for what the most viable product should look like.  
Responsibilities

Level Design

  • Layout​
    • Implemented the falling and respawning mechanic into the level design.​​​

    • Paced the level to onboard new features and challenge old ones. 

    • Built the level with intention to give the player enough time to asses the situation while falling. 

    • Implemented an explorational aspect by including hidden platforms for bonus points. ​

Technical Level Design

  • Platform Features
    • Scripted various platform features

UX and Camera

  • Implemented sounds for different actions and platforms.

  • Changed the camera set up from 3D to 2D. 

  • Added "purple star" VFX to the player to indicate wether the player can respawn during their next fall. 

Gameplay

  • Platform Features
    • Re-programmed the kill volume to switch between respawning the player at the top of the screen and killing the player. ​​

Reflection

​​The intention with this project was to learn Godot by altering a basic 3D platforming template and give it a unique gameplay mechanic that I then would create a level around. 


I had a lot of fun working on this level. As soon as I had a mechanic in mind, I put a bunch of different challenges into one level and then tested out different things so I knew what to keep and what to archive. Once I knew what to keep, however, it wasn't that easy to put it all into one level without disrupting the pacing, so it turned out to be more of a challenge than I thought. 

I would love to come back to this project in the future and expand it into a full game. 

bottom of page