LUNA : SHEPHERD OF SOULS
Introduction
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Served as Lead Level Designer on a 7-week platformer project
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Core mechanic: character survives only in moonlight
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Designed final section, surrounding map, and cinematic area
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Planned shadow placement around core mechanic
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Structured puzzle pacing for controlled difficulty curve
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Focused on environmental storytelling over dialogue
Project Details
Pre-Production

Team Board
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Structured team board based on level sections and their purpose
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Designed each section with a unique gameplay mechanic
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Assigned distinct camera framing per section to reinforce identity
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Organized tasks around self-contained level areas
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Maintained overall flow and creative vision
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Improved production clarity and team focus
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The Design paper you are seeing was created by our Level Design Team (Eric Lundberg,Erik Nordqvist and me)

Paper Design
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Built each section around a different spirit and its story
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Collaborated with narrative design team during paper phase
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Focused on environmental storytelling
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Reflected each spirit’s identity and emotional tone through layout
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Used props and spatial composition to communicate narrative
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Gave every section a distinct atmosphere and purpose
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The sketch papers you are seeing was created by our Level Design Team (Eric Lundberg,Erik Nordqvist and me)

Level Beats
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Defined core mechanic during early design phase
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Brainstormed how environment could reinforce gameplay
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Ensured smooth progression between sections
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Introduced new gameplay twist in each area
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Avoided repetition through mechanical variation
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Researched other light-based games for reference
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Applied insights to level structure and encounters
Blockout Process
Level Beats

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Earthquake event creates floating rock formations
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Designed vertical obstacle section around elevated rocks
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Player must remain in moonlight while traversing
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Focused on vertical navigation and precision movement
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Used wider camera angle for better spatial readability
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Improved visibility of moonlight zones for movement planning

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Introduced quest giver: spirit of a lost young girl
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Objective: collect moonlit flowers to bring her peace
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Designed dense vegetation to block natural light
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Forced reliance on glowing flowers for navigation
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Used flower placement to guide puzzle progression
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Encouraged careful observation within limited visibility

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Introduced bouncy flowers as vertical traversal mechanic
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Required correct jump angles to reach higher platforms
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Combined movement with moonlight constraint (fail state outside light)
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Added risk layer to traversal section
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Enabled chained jumps for fluid upward momentum
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Playtests confirmed high movement satisfaction

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Concluded puzzle at mountain summit with spirit reunion
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Increased moonflower density to reinforce visual payoff
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Introduced final quest sequence after collection
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Designed moving platforms (vertical and horizontal) for dynamic traversal
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Added light-beam mechanic targeting multiple crystals
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Required correct activation order to unlock progression
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Opened final cinematic area upon successful sequence

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Designed final cinematic area of the level
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Triggered after quest completion
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Marks transition to next planet and continuation of journey






