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LUNA : SHEPHERD OF SOULS

Introduction

  • Served as Lead Level Designer on a 7-week platformer project

  • Core mechanic: character survives only in moonlight

  • Designed final section, surrounding map, and cinematic area

  • Planned shadow placement around core mechanic

  • Structured puzzle pacing for controlled difficulty curve

  • Focused on environmental storytelling over dialogue

Project Details

Pre-Production

Team Board

  • Structured team board based on level sections and their purpose

  • Designed each section with a unique gameplay mechanic

  • Assigned distinct camera framing per section to reinforce identity

  • Organized tasks around self-contained level areas

  • Maintained overall flow and creative vision

  • Improved production clarity and team focus

  • The Design paper you are seeing was created by our Level Design Team (Eric Lundberg,Erik Nordqvist and me)

Paper Design

  • Built each section around a different spirit and its story

  • Collaborated with narrative design team during paper phase

  • Focused on environmental storytelling

  • Reflected each spirit’s identity and emotional tone through layout

  • Used props and spatial composition to communicate narrative

  • Gave every section a distinct atmosphere and purpose

  • The sketch papers you are seeing was created by our Level Design Team (Eric Lundberg,Erik Nordqvist and me)

Level Beats

  • Defined core mechanic during early design phase

  • Brainstormed how environment could reinforce gameplay

  • Ensured smooth progression between sections

  • Introduced new gameplay twist in each area

  • Avoided repetition through mechanical variation

  • Researched other light-based games for reference

  • Applied insights to level structure and encounters

Blockout Process

Level Beats

First_Puzzle_SS.png
  • Earthquake event creates floating rock formations

  • Designed vertical obstacle section around elevated rocks

  • Player must remain in moonlight while traversing

  • Focused on vertical navigation and precision movement

  • Used wider camera angle for better spatial readability

  • Improved visibility of moonlight zones for movement planning

  • Introduced quest giver: spirit of a lost young girl

  • Objective: collect moonlit flowers to bring her peace

  • Designed dense vegetation to block natural light

  • Forced reliance on glowing flowers for navigation

  • Used flower placement to guide puzzle progression

  • Encouraged careful observation within limited visibility

Third_Puzzle_SS.png
  • Introduced bouncy flowers as vertical traversal mechanic

  • Required correct jump angles to reach higher platforms

  • Combined movement with moonlight constraint (fail state outside light)

  • Added risk layer to traversal section

  • Enabled chained jumps for fluid upward momentum

  • Playtests confirmed high movement satisfaction

  • Concluded puzzle at mountain summit with spirit reunion

  • Increased moonflower density to reinforce visual payoff

  • Introduced final quest sequence after collection

  • Designed moving platforms (vertical and horizontal) for dynamic traversal

  • Added light-beam mechanic targeting multiple crystals

  • Required correct activation order to unlock progression

  • Opened final cinematic area upon successful sequence

  • Designed final cinematic area of the level

  • Triggered after quest completion

  • Marks transition to next planet and continuation of journey

Gameplay Video and Final Screenshots

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