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Final Blaze 2D Level Design

Level & Design Philosophy

My approach in Final Blaze focused on teaching through play and iteration. Levels introduce mechanics gradually, reinforce them through layout and repetition, and then combine them into more complex challenges as the player’s understanding grows. I paid close attention to flow and pacing, balancing intense moments with calmer sections so the experience stays engaging without overwhelming the player.
 

Both 2D and 3D spaces were treated as learning environments. Layout, camera behavior, enemy placement, and visual cues were used to communicate mechanics and expectations more clearly than text or UI prompts. This allowed players to learn naturally by interacting with the space rather than being told what to do.
 

Exploration was supported through optional routes and small secret areas that reward curiosity without disrupting the main progression path. This gave players room to experiment and develop mastery at their own pace while keeping the core experience readable and focused.

Download the game here.

Level Design

I designed and built multiple fully playable 2D and 3D levels using a blockout-first workflow, with frequent iteration driven by playtesting and feedback. From the start, levels combined platforming, traversal, combat, and puzzle elements in a way that felt cohesive while gradually increasing challenge.
 

As blockouts were replaced with final art, I revisited collisions, scale, and traversal flow to preserve the original gameplay intent. I worked closely with artists during set dressing to ensure props and visual detail supported navigation rather than obstructing it. Lighting, platform spacing, and enemy placement were used deliberately to guide the player forward and reduce frustration without relying on explicit instruction.
 

During later iterations, increased visual detail sometimes reduced gameplay clarity. To address this, I adjusted sightlines, traversal timing, and collision setups, working with the art team to rebalance visual fidelity with readability. This ensured the final levels remained visually rich while still feeling fair and easy to understand.

Learn more about my overall level design process here, or click “Read more” on the images for an in-depth explanation of the design.

Final Blaze Game Design Document

Game Design

In addition to level layout, I helped shape the game’s overall design direction and documentation. I created and maintained the Game Design Document, defining core mechanics, progression structure, player abilities, and systemic interactions. This helped keep the team aligned and ensured new features supported the intended experience.
 

I was also involved in designing and implementing core gameplay systems, including puzzles, timed traversal challenges, spline-based moving platforms, rotating hazards, gates, and pressure plates. My focus was on how these systems felt to play and how naturally they fit within the surrounding level design.
 

I worked closely with programmers to refine movement feel, air control, camera behavior, and transitions between 2D and 3D gameplay. To support fast iteration, mechanics were built with exposed, designer-friendly parameters, allowing values like speed, timing, and activation behavior to be adjusted directly in the editor.
 

As development progressed, frequent balancing was needed to keep mechanics readable and responsive across both 2D and 3D sections. Being able to tweak systems without constant code changes allowed for more playtesting, faster feedback loops, and more confident design decisions.

Final Blaze Level Design

Iteration, Systems Integration & Technical Level Support

Throughout development, I helped maintain level stability as systems, assets, and scope evolved. As blockouts transitioned into fully dressed environments, I revisited collisions, NavMesh, checkpoints, enemy pathing, and traversal logic to ensure levels remained playable and aligned with the original design intent.
 

When new mechanics were introduced or systems changed, I adapted levels by rebalancing platform spacing, adjusting spline-based movement, refining enemy placement, and resolving issues caused by asset swaps or broken prefabs. In some cases, this involved rebuilding or refactoring scripts such as moving platforms and interactables so they could support new requirements without breaking existing gameplay.
 

Small technical issues often had a large impact on player experience. Misaligned colliders, unintended Z-axis movement in 2D sections, or poorly placed checkpoints could quickly undermine an otherwise solid level. I addressed these issues directly in-engine, coordinated with programmers when needed, and validated fixes through repeated playtesting. This hands-on approach helped keep the levels stable, readable, and enjoyable throughout production.

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