Unity 2D Platformer
Level Designer

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Level Designer
Tutorial Levels​
Unity
Guildhall Games
6 Developers
About This Project
Our team built this platformer from scratch in Unity under strict milestone deadlines.
I was one of three level designers and focused on building introductory tutorials.
Contents
Tutorial Design: Yonder Level 1
Introducing Basic Platformer Gameplay
Establishes player knowledge and expectations.
Provides accessible challenges and a smooth on-ramp for new and casual gamers.

The level provides safe situations to learn how to run, jump, climb and collect.
Casual audiences acquire skills step-by-step in a gameplay loop: teach → reinforce → combine → repeat​
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Here the player learns to move with the virtual joystick.
They fall into a small ditch where they must learn to jump by tapping the screen.
Text appears onscreen to guide the player.
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The player practices running and jumping.
A larger ditch introduces them to the double jump.
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The player continues beating obstacles by running and jumping and is rewarded with a collectable item.
A cinematic sequence heightens the moment of reward.
The purpose of the collectable items is given visually without words.


4. The player learns to climb.
Meanwhile, the double jump is reinforced.
5. Climbing difficulty ramps up slowly but surely.
Moving platforms appear for a new jumping challenge.
The player is rewarded after the challenge. ​
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​ 6. Running, jumping, and climbing are combined in a single challenge.
This section's difficulty was finely tuned for new and casual players.

7. A downbeat as the player reaches a checkpoint.
The level encourages the player to look around and
notice the traps just ahead.
8. A trap activates.
A climactic device. 1st instance of a repeating pattern.


Climactic Moment: Scripted Event
An Indiana Jones-style trap occurs at every level's climax.
The choice to repeat this pattern makes it thematic.
The level design supports this emotional beat through devices such as sudden movement in level geo, tight spaces, lighting contrast, special effects, and previous foreshadowing.
Pacing is controlled throughout the game, with a cadence of intense danger and relaxing downbeats.


Gameplay Trailer

