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:
In Gridunlock, I focused on designing levels that are both visually minimal and mechanically rich. Each puzzle space is carefully structured to:
Teach new mechanics through interaction, not instruction.
Use color-coded grid lines and environmental cues to guide player discovery.
Encourage experimentation by offering clear rules and room for creative solutions.
Maintain visual clarity while layering complexity, ensuring the player never feels lost.
Balance challenge and flow, leading to small, satisfying moments of accomplishment.
What I learned:
Working on Gridunlock helped me sharpen my ability to:
Design puzzles that introduce mechanics naturally through environment and layout.
Balance difficulty progression — making early levels inviting and later ones challenging but fair.
Refine spaces visually so they feel clean, readable, and focused on the player’s objective.
Iterate quickly, testing puzzle flow and player reactions to small changes in geometry and guidance cues.