Tools: Unity. C#. Probuilder. Wwise.
Team Size: 6 + 2 collaborating composers.
Responsibilities:
Level design & scripting (interactions, ability upgrades).
Level decoration (starting, temple, cliffs, and mangrove areas).
Prefab setup.
Integrating Wwise audio into systems and the level.
Development: movement system & dynamic animations.
Gamelab project at Hanze University, Groningen. Winner of the "Wonderful Technology", "Student Choice", and "Best Sound" awards!
A project inspired by my home of Bali, Indonesia.
I worked closely with an artist to plan the decoration and with a composer to set up Wwise music and audio in the level.
Melayu is a chill adventure exploration prototype. The player is an explorer who has arrived at a mysterious island.
They must explore their immediate surroundings, discover an ancient temple, and receive a "glide" power that allows them to platform up a sheer cliffside.
This level has several different sub-environments: beachside mangroves, waterfall, cave graves, ancient temple, and cliffside platforming.
I worked alongside one of the artists to create sketches, flowcharts, and gather reference images.
I established three keywords and some driving principles for the level:
With limited assets we differentiated each area by:
Alternate the ground between sandy, rocky and watery.
Concentrating vegetation types to different areas.
Verticality to provide alternate backtracking paths.
Closed spaces vs. open spaces.
The level begins constrained, with short sightlines and a narrow beach. Preventing the player from becoming overwhelmed by choice, the goal is to make it easy for the player to start moving and exploring.
The player is presented with exploration microdecisions to keep them engaged. I did not want the player to get bored by running in a straight line.
These decisions are often binary: go left vs go right. Go up vs go down.
They are not difficult, but they keep the player actively moving and reward them with a new landmark or environment.
If the player keeps to the left, they will discover the waterfall area.
If they keep to the centre, they will discover the cliff graves.
If they keep to the right, they will discover a "secret" mangrove path.
The level can be freely explored but it does have several chokepoints.
These chokepoints frame the larger landmarks. For example, a waterfall that gets revealed around a corner...
... or a temple that is revealed after being funneled through a cave.
The level is designed to allow the player to smoothly flow around the level as they explore. There are no dead ends, if the player keeps moving they will always discover a new area.
The level is limited in size so backtracking was used to get more out of the space.
Alternative backtracking paths allow the player to naturally move out of an area without getting bored.
The waterfall area uses verticality to get the player to backtrack out of the area whilst also getting a new perspective of the level.
The glide is required to platform up the cliff.
It can be unlocked by finding the spirit flower in the temple.
Once the player enters the temple, they cannot leave without unlocking and successfully using the glide.
Once the player is able to leave the temple, the cliff is clearly framed.
A rock formation provides the player with a clear ramp to glide onto the cliff.
I was inspired by Elden Ring's divine towers for this cliff platforming section.
The divine tower's circular design offers platforming challenges in bite sized pieces to the player - they can only see part of the puzzle, not the entire journey.
This keeps the player from becoming overwhelmed, allowing them to focus on individual challenges whilst still getting a sense of progress.
Originally, the cliff face was completely flat.
I iterated it to be jagged to achieve two things:
Add variation to the climb
Block line of sight, only allowing the player to see small sections of cliff so that they do not become overwhelmed.
From the bottom, the cliff may seem overwhelming. Once the player starts climbing, they face individual platforming challenges until they reach the top.
Once at the top, they can enjoy the view, see the level from a new perspective, and have a break before completing the prototype.