🎮 Genre: Isometric Action Roguelite 2.5D
🖥️ Type: Level Design / Encounter Design / Production
⚙️ Engine: Unreal Engine 5
◷ Status: In Development
👥 Team: 10 People
🛠️ Tools: Unreal Engine 5 / Miro / Trello / Google Drive
🎓 Role: Level Designer / Producer
The goal was to design a set of 10 modular rooms for the first biome of Depth Debt, with each room serving a clear gameplay purpose. The levels gradually introduce enemy behaviours, teach the player how to respond to different threats, and later test those skills through more demanding encounters.
Create a clear difficulty progression — from learning movement and basic combat to fighting multiple enemy types and facing the final boss.
Design each room around specific enemy behaviours, ensuring enough space for readable attacks, dodges, positioning, and counterplay.
Give every room a believable function within the mine, connecting gameplay layouts with environmental storytelling.
Support the roguelite structure through modular rooms with different entrances, encounter setups, and difficulty variants.
The rooms are divided into teaching, testing, and special encounters. Early rooms introduce movement and individual enemy mechanics, while later levels combine these challenges in tighter or more complex spaces.
This process aims to ensure that every room has a clear purpose and that its layout, enemies, obstacles, and visual identity work together to create readable and progressively more challenging encounters.