WHISPERING MOSS
Overview:
Whispering Moss is a 2D Metroidvania game influenced by Nordic folklore and the game Ori and the Will of the Wisps, crafted for the Metroidvania Game Jam on itch.io.
As a level designer, I was responsible for ensuring the levels capture the game’s atmosphere and introduce core gameplay mechanics.
The game follows the journey of Einar Frostblomst, a gnome navigating an ancient world filled with secrets, dangers, and hidden passages.
Duration: 3 months
Team:
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Scott Burgess - Programming, Game Design, Level Design
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Gerald Clark - Gameplay Programming, Sound Design, Game Design
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Gregory Morton - Programming, Game Design, Level Design​
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Tony Day - Art, Programming, Game Design
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Angela D. - Producer
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Daniel Galletti - Sound Design
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robusta - Composer
Game Engine: Unity 2022.3.22.f1
Responsibilities:
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Designed and constructed game levels to create a cohesive and immersive world that encourages exploration and backtracking, in line with the Metroidvania genre.
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Implemented gameplay mechanics, such as the hat platform, to add depth and variety to the player’s experience.
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Crafted environmental storytelling through level design.
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Balanced combat and exploration elements by designing diverse enemy encounters and challenging platforming sections that push players to adapt and strategize.
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Optimized level flow and progression, ensuring smooth transitions between areas and maintaining player engagement through thoughtful pacing and reward placement.
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Conducted iterative playtesting and feedback sessions to refine level layouts, adjust difficulty, and enhance the overall player experience.

Level Design - Frost Hollow Mines
The level design for Frost Hollow Mines required lots of iteration and testing. After finalizing mechanics in the game's GDD, we sat together as a team and set some goals for the level.
Goals
1. Introduce the hat boomerang mechanic right away
2. Have slow building IPM progression throughout the level
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3. Introduce backtracking while keeping linear gameplay
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Level Map
After constructing the bubble diagram, I could start drafting a level map on paper to get an understanding of how we wanted to level to be laid out.

Level Blockout - Frost Hollow Mines

Level Blockout - Frost Hollow Mines
Level Blockout
Blocking out the level in Unity.
Finished Level


Level Start:
The level opens with a cinematic sequence where Einar escapes Fossegrim’s attack on his village. During the chase, a bridge collapses, and he falls into a long-forgotten mine.
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Guiding the Player:
Einar lands in the mines with two paths. The right path is blocked by a gap, so players are guided left, where they find the hat and learn its platforming ability.

Ground Pound:
After crossing the gap, progress is blocked by breakable ground, and the player must use ground pound after gaining the ability to break through.

Enemies:
Players encounter the first enemies and must use basic attacks to defeat them.​

Double Jump:
Deeper in the mine, progression is blocked by a door. Einar learns double jump from an ability stone, enabling access to a previously unreachable platform.

Door Opens:
At the platform, pulling a lever opens the door and leads to the next level.

Level Design - Luminescent Labyrinth
For Luminescent Labyrinth, the level design followed a structured approach to introduce and reinforce mechanics while guiding the player through a progressively challenging environment.
Goals
1. Introduction of Dash and Hat Bounce Mechanics
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2. Gradual IPM Progression for Mechanics
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3. Balanced Backtracking with Linear Progression
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Level Map

Level Blockout
Finished Level


Starting Sequence:
The level begins with a cinematic where the player follows a short path to a large, locked door that requires multiple switches to open, establishing the main objective. The player breaks through the floor with a ground pound, descending into the labyrinth below.​

Labyrinth Start and Switch #1:
In the main cavern area, both the left and the right paths are blocked by falling stalactites. The left path leads to the first switch, but reaching it requires unlocking the dash mechanic.

Dash Area:
In a lower cavern with an ice pit and flying enemies, the player earns the dash by navigating platforms. The player then falls below and returns to the main area, using the newly learned dash mechanic to pass hazards.

Returning to Switch #1:
With dash unlocked, the player can dodge falling stalactites, activate the switch with a boomerang, and trigger a camera sequence showing one light activated on the door.

Cavern Area:
After dashing past more hazards and enemies, the player enters a larger cavern filled with platforms.
At its base, they gain the hat bounce ability to reach higher areas, while flying enemies increase the challenge.
A light puzzle planned for this area was cut due to game jam time constraints.

Switch #2:
At the cavern’s peak, the second switch is activated, a second camera sequence is triggered showing the other light activated, and the door opens. The player backtracks to the start, uses a bounce platform to reach the exit, and enters Smoldering Depths.