During the development of Ereban: Shadow Legacy, I designed 4 of the game’s 8 levels from concept to release. My responsibilities included level layout, encounter design, scripting and prototyping, while collaborating closely with Narrative, Art and Programming. In parallel, I led and mentored the main level designer across the remaining 4 levels.
The first level, “From Darkness”, presented a unique challenge. As the game’s Tutorial and First-Time User Experience (FTUE), it needed to introduce the world, tone, characters, and, most critically, the core shadow-based stealth mechanics, while maintaining pacing and emotional engagement.
For this level, I took a hybrid role: directly designing and implementing key sections, while leading and mentoring the main level designer on others. This approach allowed me to shape the onboarding vision at both the conceptual and execution levels.
In this case study, I’ll break down the design goals, player learning journey, and key takeaways behind the level, as well as my specific contributions to its development.
Introduces the world of Ereban: Shadow Legacy while teaching players the basic camera and movement controls in a safe environment
The level opens with a Helios propaganda video, diegetically introducing the world and establishing the corporation’s authority through an intentionally unreliable narrator.
Players then take control of Ayana as she arrives at a Helios training facility to undergo a recruitment test.
A linear sequence of corridors allows players to freely experiment with camera and basic movement while advanced abilities remain restricted.
Helios facility corridors guide the player toward the training chambers while establishing tone and allowing safe experimentation with movement and camera.
Diverting from the main path results in Helios robots threatening and redirecting the player, reinforcing the sense of unease and oppression.
Optional interactions with workers and robots provide narrative context and reinforce the corporate atmosphere.
Guarded side paths redirect players toward the golden path, subtly guiding progression while reinforcing Helios’ controlled and oppressive environment.
The sequence culminates in the training chambers, where players meet the Helios leader, the Nascent, and begin the first core mechanic tutorial: Shadow Merge.
Introduces Shadow Merge and gradually integrates it with the rest of Ayana's movement toolkit
The first challenge takes place in a minimal test chamber, allowing players to safely experiment with Shadow Merge.
Players begin in a lit area, naturally prompting them to step into the shadows and notice character feedback indicating Shadow Merge availability.
Progression is gated through skill checks, ensuring players successfully perform each new action before advancing.
First interaction with Shadow Merge takes place in a minimal test chamber, so players can safely experiment with it.
The sequence ends with an unguided objective, requiring players to apply Shadow Merge in different contexts.
Movement mechanics such as crouching, running, and jumping are then introduced and gradually combined with shadow traversal scenarios.
As trials progress, explicit guidance is gradually reduced.
The sequence ends with an unguided objective, requiring players to retrieve a progression collectible by applying Shadow Merge in different contexts.
After crafting their first gadget, offering a first glimpse into the game’s progression systems, players move on to the next learning step: the Stealth tutorial.
Introduces stealth mechanics and their interaction with Shadow Merge in a controlled and safe environment
First encounter takes place with a single robot at the end of a corridor, while players begin from a safe elevated vantage point.
To succeed, players must perform a silent Shadow Land, then approach using shadows, cover, and crouching to disable the enemy undetected.
Detection does not trigger a game over. Instead, the scenario resets, encouraging safe experimentation.
First stealth encounter consists in taking down a "dummy" enemy by using Shadow Merge combined with stealth mechanics in a safe environment.
Second encounter presents a new enemy archetype, and requires players to perform their first aerial takedown.
The next chamber introduces a second enemy archetype, briefly shown repairing a disabled robot.
Players perform their first aerial takedown, learning to observe patrol patterns and time their attack correctly.
The room is intentionally illuminated so players cannot descend safely without committing to the attack.
After completing the encounter, players return to the initial room where the next concept is introduced: Shadow Powers.
Introduces Shadow Powers, which alongside Gadgets presented in Section 2, form the core progression systems of the gam
Players discover a Shadow Orb, collectible used to learn their first power: Shadow Jump.
This ability propels players perpendicularly from a Shadow Merge and expands their traversal options.
Shadow powers were intentionally placed toward the end of the trials because of their narrative significance for Ayana and her connection to the shadows.
The ability is immediately reinforced through a skill gate, ambushing players in a previously visited corridor where Shadow Jump is required to escape.
By this point, players have been taught and practised traversal, stealth and progression systems and mechanics.
Shadow Jump ability is immediately reinforced through a skill gate in an ambush setup.
Once finished, players return to the facility corridors, and discover workers are gone and security has increased.
Structuring the trials in a circular layout serves to highlight this contrast and signal a shift in tone.
Players are directed to the “final part of the test”.
By this point, they have experienced traversal, stealth, and abilities separately, preparing them for their upcoming first real challenge.
Provides a pacing break for players that want to know more about the game's world-building and narrative
Before the final section, players can optionally explore the Helios Museum, an exhibition space presenting the corporation’s history.
Interactive displays provide lore and world-building, expanding the game’s narrative context.
The layout places key exhibits along the golden path and centre, while additional details sit on the periphery for curious players.
Helios Museum provides a pacing break while allowing players to dive deeper into the game's world-building.
Key displays are placed in golden path and centre of the layout, while secondary exhibits sit on the wings for curious players.
This area provides a pacing break between tutorial trials and the upcoming climax
It also reinforces the contrast between Helios' public image and the events that follow.
Several exhibits foreshadow story developments that players will later encounter in the game, adding replay value.
Once players are done exploring, they proceed to the last section of the level and first real challenge: the reveal and escape of the facility.
Transitions players from controlled tutorials to their first real gameplay scenario and ends the level in a cliffhanger that kicks off the adventure
Helios attempts to restrain Ayana, but she escapes through the facility’s ventilation systems and must find her way out while being pursued by security robots.
The first challenge is a short traversal sequence through the facility’s industrial infrastructure, contrasting with the clean public areas seen earlier.
Players then face their first real stealth encounter, beginning from a safe vantage point with multiple routes and strategies.
Unlike earlier sections, failure now results in death, with music, lighting, and enemy behaviour reinforcing the increased stakes.
At this point, players have to face their first real gameplay scenario, and for the first time failure now results in death.
Second encounter increases challenge, starting in a more vulnerable position and featuring more enemies.
The second stealth encounter increments difficulty. Players start from a more vulnerable position and space features greater verticality and increased number of enemies.
The final gameplay challenge introduces a systemic use of Shadow Merge that players have not yet been explicitly taught: merging into moving shadows.
This creates an "aha" moment designed to confirm their mastery of system and its possibilities.
The level ends with a cliffhanger cutscene, where Ayana is surrounded and desperately destroys the facility’s reactor to escape, closing the chapter and kicking off the adventure.
By the end of this level, players have experienced the game’s core loop (stealth, traversal, shadow abilities, and systemic problem solving) preparing them for the open-ended challenges of the following levels.
Setting the FTUE as part of a Helios "job interview" helped introduce world, characters and mechanics in a diegetic way.
Introducing traversal and stealth mechanics within safe failure spaces encouraged players to experiment before facing real consequences.
Layering mechanics across the level (movement, shadow traversal, stealth, and powers) helped reduce cognitive load and ensured players understood each system before combining them in the final escape sequence.
The final traversal challenge encourages players to discover the use of moving shadows without explicit guidance, creating an “aha moment” that confirms they have internalised the Shadow Merge system.
"Ereban’s gameplay loop kept me invested. [...] This is primarily due to the expansive and open-ended levels presented to the player. Instead of a single linear route, most levels in Ereban have multiple objectives that require that leave tackling them up to the player agency."
"Where Ereban really shines and is at its best, is in its level design [...] Every level is different or involves a unique theme, and that affects both the way it looks and sounds, as well as the shape of the gameplay there, meaning the types of challenges you have to overcome."
"With stealth as its compass, the jewel in Ereban's crown is its level design. Each chapter of the game offers a space in which to put your tactics into practice by following the different objectives that your allies propose to you."
Crafting our levels was a team effort, but I want to give special thanks to Fernando Barroso for his excellent level design work and for being a great collaborator throughout the project.