Project: Witchwoven

Goal

Inspired by platformers like Mario 64 and Astro Bot, I designed a 3D platformer/puzzle level that grounds classic genre mechanics in Brazilian cultural heritage, using environmental storytelling to make each challenge feel contextually grounded.

  • Deliver a platforming/puzzle experience where every mechanic serves a narrative purpose.
  • Communicate cultural identity through level geometry, props, and pacing, not cutscenes.
  • Validate design decisions through structured playtesting across 6 iterations.

Over 8 weeks and 6 documented iterations under mentorship from Game Design Skills, this project became my core learning ground for level blockout, teaching me how spatial decisions directly shape player behavior and how iterative playtesting turns assumptions into evidence.

Progress

2D Layout

Level

Overview

The Bridge Puzzle

Snow Zone

The Roof

Final Puzzle

Overview

Setting: The player is trapped in the Void by an anomaly and must find a way forward. The environment visually builds itself around the player as they progress, revealing the ongoing conflict between the anomaly and nature beat by beat, across 11 designed beats.

Constraint: This level was built under an 8-week deadline, emphasizing structured decision-making within production constraints.

Design Pillars:

  • Tutorial Level: Introduces core mechanics naturally through gameplay, without breaking immersion.
  • Player Creativity: Encourages experimentation and personal solutions within guided challenges.
  • Lore Integration: Uses environmental storytelling to build emotional connection and world understanding.
  • Clear Visual Language: Assets communicate danger, goals, and interaction clearly to support intuitive navigation.

Highlights

Narrative Elements

The environment contrasts vibrant greens representing life and nature against desaturated browns marking the anomaly’s corruption, as a visual metaphor for the level’s core conflict.

 

  • Purple elements appear on both sides of this contrast, representing the anomaly actively attacking nature or leaving its mark on already corrupted areas, letting players read the world’s story through color alone.

Puzzle: Bridge & Hazards

This beat is the first real test of the bridge-building mechanic, applied under pressure after being introduced in a safe environment.

 

  • The player must use bridge-building to cross the hazard zone and reach the Yellow Portal, validating whether they internalized the tutorial while maintaining tension throughout the sequence.

Reactive World Events

In the final stretch of the level, both the anomaly and nature respond dynamically to the player’s progression. The anomaly spawns obstacles to block their path, while nature creates new routes to help them forward.

 

  • This dual system recontextualizes both forces from background narrative elements into active participants, reinforcing the anomaly vs. nature conflict at the moment when player tension should be at its peak.

Techniques

Vantage Point

An elevated platform reveals the entire final puzzle at once, giving players a complete visual overview before engaging.

  • Navigation: Players enter the puzzle with a mental map already formed, reducing trial-and-error.

  • Objectives: Portals, ammo, and goals are visible from above, giving players clear purpose before engaging.

  • Clarity: The full puzzle layout is readable in a single glance, supporting better decision-making.

Affordance

Jump distances were documented and classified by difficulty, keeping platforming intuitive within a chaotic environment.

  • Affordance: Gameplay clarity takes priority over visual chaos, ensuring players understand what is possible.

  • Consistency: Classified jump distances create hidden rules that reduce frustration and preserve flow.

  • Balance feel and function: The environment feels unpredictable, but operates on clear, logical rules.

Safety Net

Replacing fatal drops with a recoverable floor lets players fail forward, returning to the puzzle immediately without restarting and losing progress.

  • Reduces Frustration: Eliminates restart loops, keeping players focused on solving.

  • Supports Learning: Players can attempt mechanics repeatedly without penalty.

  • Builds Confidence: Skills are reinforced gradually before difficulty increases.

Progressive Reveal

Showing the full level at once created visual overload and broke narrative flow, so each section is revealed only as the player reaches it.

  • Reduces visual overload: Players focus on immediate goals without upcoming distractions.

  • Enhances immersion: The world builds itself around the player, reinforcing a shifting, unstable reality.

  • Supports narrative clarity: Each reveal acts as a natural beat marker, guiding progression organically.

Walkthrough

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Beat Overview

Beat 1: Openning Scene

The initial cutscene introduces the player to the world, showing them being swallowed by the anomaly, thrown into the void, saved by the necklace, and placed on the game’s starting platform.

  • Gameplay Type: Narrative

Research & Documentation

Research, ideation and planning

As part of the pre-production phase, all research and conceptual materials were organized in a dedicated Miroboard, covering:

  1. The initial concept for the game, beyond just the level.

  2. A comparative analysis of three reference games.

  3. Visual research of real-world objects.

  4. Reference gathering from other media forms (film and animation).

The research, ideation, and synthesis conducted directly informed the structure of the level’s narrative, pacing, and core gameplay systems.

Level Design Document

This LDD was created in two phases: one during pre-production and one revised after the final blockout. Adapted from Jordan Mcmorris’s template (with permission), it covers narrative, mechanics, pacing, and layout in full detail.

Note that this document reflects the design intent at each phase and may not match every detail of the final blockout.

Iterative Development

Example 01: Snow Zone (Beat 06 & 07)

Final State

The Snow Zone is a snowy junkyard environment where the player first learns the bridge mechanic and immediately applies it under pressure, with environmental hazards reflecting the anomaly’s impact on the world.

First & Second Iteration

Beat 6 and Beat 7 were initially structured to reinforce platforming skills and introduce the bridge mechanic. Playtesting revealed 3 issues:

  • Fatal drops with no recovery option

  • Task repetition without difficulty progression

  • Jump metrics requiring recalibration

Solution:

  • Jump distances and heights were recalibrated to match updated metrics

  • Repeated tasks were replaced with escalating challenges

  • Safety nets were added to let players recover without restarting

Results:

  • Bridge mechanic flows naturally into later beats

  • Difficulty curve aligns with the updated jump metrics

Third & Fourth Iteration

Playtesting indicated the main path was too narrow and rigid. Beats 7 and 8 were merged into a single larger space, but this revealed new issues:

  • Merged space became too large and empty

  • Players overlooked the item that grants bridge building, falling back on earlier mechanics.

  • Safety nets covered the entire zone, removing all risk

Solution:

  • Added anomaly hazards to fill empty space, removing safety nets in select areas.

  • Repositioned the bridge key item to make it clearly visible and distinct from ammo

  • Tightened space between gameplay moments to improve flow

Results:

  • Bridge ability item was correctly identified, leading to intended mechanic engagement.

  • Hazard zones created meaningful risk without relying entirely on safety nets

  • Zone reads as a single cohesive space rather than two disconnected areas

Summary

The Snow Zone evolved from a rigid two-beat tutorial into a single cohesive space where the player learns the bridge mechanic and immediately applies it under escalating pressure, with recalibrated jump metrics and anomaly hazards introducing selective risk alongside safety nets.

Example 02: The Decision to Cut

The Outcome

No players or instructors, despite having followed the level’s development for eight weeks, noticed that the Dig Site had been removed. This confirmed the zone was not essential to the experience.

After seven unsuccessful iterations, cutting the Dig Site turned out to be the most elegant and effective solution. What was lost in repetition was gained in pacing and clarity.

Sometimes, the best design choice is knowing when to let go. Here is why.

Original Intent:

The Dig Site’s sole purpose was to reinforce the sphere mechanic used to destroy weak anomalies, repeating what the previous zone already taught without introducing anything new.

Observed Issues:

  • Zone repeated the previous beat’s mechanic without escalation or new content

  • Failed to reinforce the core visual rule: dark purple means indestructible, light purple means destructible

Iteration 2&3:

A Lore spot and tree root traversal were added, redesigning the zone as an archaeological dig site connected to painted ceramics delivering narrative context.

Problem:

  • Players reached the yellow portal by accident, wandering without understanding the zone’s objective

  • The Lore spot’s purpose was not communicated clearly enough to change player behavior

  • Conceptual improvements did not translate into clearer player direction

Multiple Iterations Later:

Over 4 additional iterations, I tried:

  • Reinforcing the weak/strong anomaly mechanic in different ways

  • Redesigning the layout

  • Teaching the blue portal mechanic

None of these versions felt like they added meaningful value.

Comparative Analysis:

Dig SiteNarrative Zone
Reinforces strong/weak anomaly mechanicsIntroduces moving platforms
Introduces blue portal (intra-zone teleportation)Reinforces blue portal
Introduces root traversalDelivers narrative through cutscene
Introduces Codex for narrativeIntroduces Collectibles and Inspection mechanic

Rationale for removal:

The Codex system was moved to the Narrative Zone (after the cutscene), ensuring narrative continuity without requiring a dedicated zone. Everything the Dig Site attempted to teach was already covered more effectively elsewhere in the level.

Obsolete Teaching Moments:

  • Strong/Weak Anomaly Differentiation: Already reinforced through the color-coded system in B2 through B4, making repetition in the Dig Site unnecessary.

  • Root Navigation: Introduced naturally in B1 and B2, repeating it in the Dig Site added no new value to the player experience.

  • Blue Portal Tutorial: More effectively handled in later beats through improved platform layout and clear visual signaling.

Summary

After seven iterations, cutting the Dig Site was the clearest design decision of the project. Every mechanic it attempted to teach was already covered more effectively elsewhere, and its removal tightened the level’s pacing without losing a single essential gameplay moment.

Example 03: End of Level Sequence (Beat 09/10/11)

Final State

Designed as the culmination of the level, the final zone highlights the environmental battle between anomaly and nature, while challenging players with advanced variations of previously learned mechanics.

Initial Design Goal

The end zone was originally designed around two separate puzzles, guiding the player through a sequence of actions:

  • Spot the final door as the objective

  • Locate both ammo pickups across the two puzzles

  • Use the combined ammo to create the path to the final door

Note that ammo was also required to progress through the puzzles themselves.

First & Second Iteration:

The end zone was initially structured around two separate puzzles the player could solve in any order, with both ammo pickups and the final door spread across a single flat space.

  • Excessive backtracking due to spread out layout

  • Poor visual signaling made navigation unclear

  • Final objective not visible at a glance

  • Two separate puzzles created unnecessary complexity

  • Second puzzle section was repetitive

Solution:

  • Merged two puzzles into a single linear sequence

  • Reorganized layout to minimize backtracking

  • Focused objective on a single ammo pickup leading to the museum door

Results:

  • Linear flow reduced decision overload

  • Layout reorganization made the final objective easier to locate

Third Iteration

Playtesting revealed structural and visibility issues that risked breaking player progression:

  • Falling after bridge placement caused soft-locks, leaving players with no ammo to recover.

  • No safety nets, unlike previous sections

  • Elements placed at similar height made navigation direction unclear

Solution:

  • Added safety nets to prevent falling back to the start

  • Restructured the space so elements are clearly distinguishable across different heights

  • Introduced a wooden footbridge to create a clear visual path toward the final ammo

Results:

  • Soft-lock risk eliminated

  • Navigation direction became clear through visual hierarchy

  • Ground-level space repurposed for narrative or optional elements

Fourth & Fifth Iteration

Playtesting revealed that the space was too large and the objective unclear, leaving players without a clear golden path:

  • Excess playable space caused navigation confusion

  • Ammo icon failed to communicate it was the final requirement to open the door.

  • Yellow portal was misread as the level exit, blocking players from using it correctly.

Solution

  • Streamlined the area and narrowed the path to create a clearer golden path

  • Introduced Blue Portal to distinguish puzzle solutions (blue) from level transitions (yellow).

  • Changed the final objective from ammo collection to finding the Museum Key

  • Introduced the Ancient Tree as a visual reference to local folklore.

Results

  • Tree roots open paths as nature actively aids the player against the anomaly.

  • Anomaly spawns a block, nature creates a platform, making the conflict active and visible.

  • “Top of the tree” zone creates a sense of accomplishment and a narrative victory lap.

  • Final zone includes variations of all mechanics introduced throughout the level

Summary

The end zone evolved from a two-puzzle ammo sequence into a single linear journey toward the Museum Key, with the Ancient Tree replacing the museum exterior as the visual centerpiece.

  • Player arrives at the roof and approaches the museum door
  • Door is locked, player turns to find the key appearing
  • Player is guided through the final puzzle to claim the key
  • Nature and the anomaly react dynamically throughout, making the conflict visible and active

Post-Mortem

Overview

This level was built under a self-imposed 8-week deadline to simulate real production constraints. Over that period, approximately 15 players tested the level across weekly sessions of 2 to 3 people, with a final playtest conducted through the Funsmith Club community. Feedback was gathered at every stage, directly shaping each iteration.

What Worked

Platforming Feel: At least 3 to 4 players, spontaneously compared the blockout to Mario 64, Astro Bot, and Crash Bandicoot within the first two weeks of playtesting. No prompting was required, indicating that the platforming feel was successfully communicated through geometry and pacing alone.

Tutorial Structure: Players consistently reported that mechanics were introduced gradually and that puzzle difficulty scaled naturally throughout the experience. The level succeeded as a tutorial-focused design.

Environment Readability: Most players correctly identified the general environment type in each zone, such as forest, junkyard, or desert, supported by in-game text and visual language. Environmental themes were readable without additional explanation.

What Didn’t Work

Cultural Communication: The cultural layer was not legible to players outside the local context, which was anticipated given that most testers were based in the US or Europe.

  • Players read the anomaly vs. nature conflict correctly, but did not connect it to local folklore

  • Straw bridge was read as a generic ammo resource, not a cultural reference

  • Ancient Tree was understood as a narrative element, not as inspired by a real local landmark

  • Painted ceramics did not communicate their connection to ancestral knowledge transmission

Embedding local culture into mechanics requires more explicit visual and narrative support than environmental detail alone.

Player Creativity: The original design intended to allow creative puzzle-solving with multiple valid approaches. This was not achieved due to technical limitations in Unreal Engine 5 Blueprint implementation rather than a flaw in the core design concept. The mechanics worked, but lacked the flexibility needed for player expression.

If I Could Do It Again

Priority 1: Gameplay Flexibility Rebuild the gameplay system to support multiple valid puzzle-solving approaches, as the lack of player creativity was the most significant gap between design intent and the shipped experience.

Priority 2: Spatial Readability Improve elevation variety across all zones, particularly the Snow Zone and final section, which relied too heavily on flat rectangular geometry, making depth perception and navigation harder than intended.

Priority 3: Platforming Timing Revisit moving platform sections where platforms did not pause long enough for players to read and react, particularly in the Snow Zone.

Priority 4: Thematic Consistency The game is titled Witchwoven, but witchcraft folklore was rarely referenced or explored during development. The clearest representation appears in the anomaly itself, but only someone familiar with local culture would recognize it as such. A future version would incorporate the island’s witchcraft traditions more explicitly into mechanics, visual language, and narrative.

Priority 5: Polish

  • Replace the ammo icon with a straw symbol to better represent what the player is collecting
  • Add a visual indicator when collecting painted ceramics, currently only communicated through audio
  • Remove the anomaly wall in the first section of the final puzzle so the collectible is visible earlier
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