Veins of the Earth

What I set out to do:

I wanted to design a level that feels alive — where the environment itself guides the player without instructions. My goal was to create a space that builds tension through confined, twisting paths, and then rewards exploration with satisfying reveals.

  • Use lighting, color contrast, and geometry as subtle signposts.

  • Craft an organic, cave-like structure that feels natural and mysterious.

  • Balance player freedom with gentle guidance, avoiding hand-holding.

  • Deliver moments of discovery that feel earned and memorable.

Level Design Focus:

  • Natural Flow: Each level is inspired by underground cave systems, where paths twist and reveal themselves slowly, encouraging exploration without overwhelming the player.

  • Environmental Storytelling: Geometry, shadows, and subtle lighting guide players and create a sense of mystery. The player’s movement through the space feels intuitive yet surprising.

  • Building Tension: I used long, narrow passages to create anticipation and designed key “reward moments” — like the Emerald Jackpot scene — where tight spaces open into larger, brighter reveals.

  • Hidden Details: I placed optional paths and side chambers to reward curiosity, making the world feel larger than the main route.

What I learned:

This project taught me how to pace levels to match player emotions — balancing tension, release, and reward — and how to use Unity’s tools for dynamic lighting and color grading to support that design.