

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
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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.
Responsibilities
Level Design
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Layout
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Implemented the falling and respawning mechanic into the level design.
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Paced the level to onboard new features and challenge old ones.
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Built the level with intention to give the player enough time to asses the situation while falling.
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Implemented an explorational aspect by including hidden platforms for bonus points.
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Technical Level Design
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Platform Features
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Scripted various platform features
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UX and Camera
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Implemented sounds for different actions and platforms.
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Changed the camera set up from 3D to 2D.
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Added "purple star" VFX to the player to indicate wether the player can respawn during their next fall.
Gameplay
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Platform Features
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Re-programmed the kill volume to switch between respawning the player at the top of the screen and killing the player.
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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.


