
Level Design Talkthrough
Project Kenon
Project Kenon is a movement-centric first-person space adventure where players must master the grappling-hook mechanic to traverse dramatic, debris-filled environments and retrieve a vital item to escape.
The game combines movement mastery, exploration, and survival, all set within an vast space scrapyard.
Contribution
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Level Design: Took owner ship and built the entire playable level structure, from early blockout to final set dressing.
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Procedural Content Generation (PCG): Implemented PCG volumes and spline systems to generate asteroid fields and carve traversal paths.
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Guidance Systems: Developed in-world navigation using light, color, and landmarks, minimizing dependence on UI.
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Cross-Disciplinary Communication: Collaborated with tech and design departments to align level flow, mechanics, and narrative tone.
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Environmental Storytelling: Created narrative flow through architecture, lighting, environmental composition, and storytelling elements such as log pickups.

THE LEVEL
SECTION BREAKDOWN
SPATIAL CHOREOGRAPHY
The rhythm between confined and monumental spaces creates both gameplay variety and emotional resonance.
The movement system is at the core of the experience. I approach level design through spatial choreography, blending gameplay flow with emotional atmosphere. In Project Kenon, this is expressed through the contrast between “corridors and cathedrals” and negative space that emphasizes the vastness of the environment.

Corridors and Cathedrals
TECHNICAL EXECUTION
The PCG proved invaluable for populationg vast areas
As the sole level designer and set dresser, I worked extensively with Procedural Content Generation (PCG) to populate vast areas efficiently while maintaining handcrafted quality.
I collaborated closely with technical designers, gameplay designers, and programmers, refining and utilizing their tools—for example, the hazard spawner and movement systems.

Procedural Content Generator
PCG Scrap Field
PCG Asteroid Field
GUIDANCE & ORIENTATION
Without explicit narrative, the design invites players to imagine what these places once were - creating curiosity through space and structure.
To help players navigate without relying on the UI, I designed an in-world guidance system using light, color, and environmental cues. Players learn to read the world itself, experiencing satisfaction and mastery as they find their own path. Blinking blue lights mark the way forward, turning red once passed, while landmarks, lighting contrasts, and debris trails reinforce orientation. Pickups are strategically placed along the main path, encouraging exploration without compromising intuitive navigation.

Guidance
TAKE AWAYS
A Blank Canvas: The biggest lesson from Project Kenon was learning to design alongside evolving mechanics—staying adaptable, creative, and collaborative under uncertainty. This approach allowed me to significantly shape gameplay and the final player experience.
Manageable Scope: Working solo on a large-scale environment taught me to balance vision and feasibility, coordinating with others to ensure mechanics, art, and level flow all supported the intended player experience. I focused on tasks that directly impacted player agency and movement.
Player Agency: My philosophy was to guide players naturally, using existing environmental elements to encourage exploration and reward curiosity.
Embody the Master: With core mechanics still in development, I employed a method I call “Embody the Master,” imagining myself as a painter using broad strokes to shape the level’s structure. This allowed me to define flow, rhythm, and emotional impact early
































