Year
2025
PROJECT TYPE
SOLO
GENRE
#TPS STEALTH
DEVELOPMENT TIME
1 Week
The level is designed around the idea that weakness should shape player behavior.
Starting without weapons or strength naturally pushes the player toward stealth, forcing attention on enemy movement, cover placement, and route choice.
Every objective is positioned to reward patience and environmental reading rather than speed.

The layout was planned to create gradual spatial understanding.
The player first enters a restricted space, then discovers route options, followed by vertical traversal that changes how the objectives are approached.
A reusable movable object was intentionally introduced so one interaction could support multiple gameplay phases.

This project strengthened my understanding of stealth pacing, route balance, and how small spaces can still support meaningful player choice. It also helped me explore how one environmental mechanic can carry value across multiple level phases.
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