Level Design & Mechanics

As Lead Level Designer I focused on making levels fun, mechanics consistent and environments visually engaging. The player will climb to the top of each level by successfully collecting missing words, solving platforming puzzles and encountering pig-like foes and hazards.

Although each level has a main goal and objective, I also designed secondary paths, hidden areas and hard-to-find collectables - fun and engaging mini-objectives, timed collectable challenges and temporary platforming sections.

Kingdom Climb is consists of 25 levels within 5 chapters - with 5 levels per chapter, plus 2 quiz levels and 1 challenge level.

The player will navigate platforming levels, play quizzes to gain more items and collectables, then unlock balloon ride challenge levels - all by completing level objectives, earning stars, coins and pearls.

Concepts & development

I focused gameplay on rules and structure - for example, each level has a singular space that has a level start (at the bottom) and a level end (at the top), with the main goal for the player to 'climb' from bottom to top to complete.

Included in each level are 'side-rooms' that act as both (1) paths that lead the player back to the main section and (2) paths that are optional or hidden - often with additional collectables and more challenging objectives.

With these basic rules set - I designed mechanics, props and interactive objects that help guide, aid or hinder the player's progression.

For pacing I developed multiple gameplay segments per area that focused specifically on platforming and using interactive props and objects, areas with more to collect or fewer to collect, sections with higher or fewer enemies and hazards, timed and one-off events to encourage quick-thinking and reward replayability.

Early levels were designed to introduce players to mechanics, collectables and hazards - rewarding fun, but safe tasks and objectives so that players aren't instantly thrown into difficult challenges that could hinder progression.

Levels designed within the middle and end portions of the game offer more challenging gameplay, refined mechanics, complex platforming and hazardous encounters - all built on the core rules established and gameplay knowledge the player is exposed to earlier in the game.

Character Designs

Game & Level Art

Level Design & Mechanics

UI & Game Menus