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.