ROLE
Level Designer • Game Designer • Producer
FOCUS
Player Guidance • Environmental Storytelling • Traversal Design
Dreamfall is a narrative-driven exploration experience focused on atmosphere,
environmental storytelling, and player guidance.
The project combines semi-open level design, surreal worldbuilding,
and progression-based traversal mechanics to create a cohesive gameplay
and narrative experience.
The project explores themes of isolation, dreamlike spaces, and environmental transformation, with level design serving as the primary tool for storytelling and emotional pacing.
My Responsibilities
- Designed level layouts and player flow
- Created environmental storytelling sequences
- Iterated traversal and onboarding sections
- Built greybox prototypes
- Coordinated production tasks within the team
Goals
• Introduce atmosphere
• Teach movement and interaction
• Establish emotional tone
Design Pillars
• Surrealism
• Isolation
• Soft guidance
Large-scale landmarks and terrain composition
were used to guide player navigation while maintaining
a sense of openness and exploration.
The environment combines vast negative space,
distant silhouettes, and strong horizon visibility
to reinforce isolation and dreamlike atmosphere.
PLAYER FLOW
1. House Exploration
Player learns movement and interaction
through environmental exploration.
2. Moon Reveal
The environment opens into a large-scale
surreal landscape focused on atmosphere
and orientation.
3. Traversal Tutorial
Players are introduced to traversal
mechanics and vertical navigation.
4. Landmark Navigation
Large structures guide player movement
towards the HUB center.
5. Open Exploration
The player gains freedom to explore
the HUB space and discover optional areas.
Goals
Design Pillars
PLAYER FLOW