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Gameplay Design · Level Design · Technical Design

2025

Solo

2 Weeks

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Created with

Godot 4

Let gravity take hold and it will all fall into place.
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 Project Set Up 
​​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. 
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 Core Gameplay Mechanic 

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Fall in's Core Gameplay Mechanic is that you can teleport to the top of the level when you fall to your death as long as you land on a platform between each fall. This level was created to showcase how this mechanic can be exploited in a fun way. 

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​ Introducing the mechanic​ 

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  • Mechanic is introduced by forcing the player to fail a jump.

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  • In case they miss it the first time, they're onboarded again with more obvious conditions. 

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  • Coins are used to guide the player and reward them.

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 â€‹Affordances of platforms 

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  • The distance between platforms communicates whether it's a single jump, double jump or fall. 

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  • The height between platforms communicates if you should jump or fall 

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  • The distance between platforms was calculated to make the player feel like they're flying through the level. 

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​Challenging the Core Gameplay Mechanic 

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  • Choose your own approach.

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  • Precision falling 

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  • Timing

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  • Speed

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​ Introducing exploration 

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  • The platforms are barely visible while the reward remains secret.

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  • Getting the secret is easy.

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  • Getting back on track is also easy.

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Contributions

  • Technical Level Design
    • Scripted various platform features

  • Level Design
    • 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. ​

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

  • UX & 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. 

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Reflection

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. 

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

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