Image Space
An open-world explorer where every path is a lesson in level design — caution, momentum, prospect and refuge stitched into a forest of memories.
Overview
A coursework project where I created the concept and level design for an open-world explorer game. The game uses simple structures and assets that enhance moment-to-moment experience in a 3rd-person character. The objective is to explore the surroundings and look for evidence of memories — the level itself is an experiment in how different level-design principles influence player experience.
Level design techniques used
- Caution
- Speed
- Forward momentum
- Discoverability
- Prospect and refuge
- Branching paths
- Secondary paths
Objective
- Study how these principles affect player movement and decision-making.
- Create a level that naturally encourages exploration and progression.
- Build an engaging player experience through intentional environmental design.
Gameplay
The player can walk and run around the scene and explore the game area. The core mechanism is to interact with memory fragments, collect evidence, and move to the nearest location — eventually reaching the big tree in the forest. Deviating paths lead to secondary locations and unknown buildings.
Where it stands
The version presented here is approximately the third iteration of the level. It is still an ongoing experiment, with several ideas already lined up to further expand and refine the world with more interconnected environments and richer exploration.
Gallery