SELECTED WORK / CASE STUDY

This level study plans a linear route through a vertical, spiral museum. Two player scales give the same space different traversal and combat possibilities. The source document records both a simplified whitebox and features that remained proposals.
Level design · Whitebox
DESIGN PROCESS
01 / One ability, several uses
Full size carries weight and faces threats directly; reduced size opens vents, wind routes, and weak points. I designed combat, traversal, and puzzles around this contrast.
02 / Teach, test, then reframe
The proposed route moves from a vent tutorial to a lobby encounter, a larger boss challenge, a pause in the maintenance corridor, and a greenhouse puzzle. Its vertical loop brings the player back toward the starting space.
03 / Mark the whitebox boundary
The documented whitebox simplifies attacks on enemy weak points and the greenhouse platform sequence. Time-stop, full climbing and QTE, destructible feedback, and the fountain puzzle were designed but not implemented.
DEVELOPMENT NOTE
Whitebox documentation, not a claim that the complete six-part route is playable. The full Chinese design document specifies which mechanics were simplified or unimplemented.