3D Level Design Project : Archer Game

Technical Sheet :

  • Type: 3D Level Design
  • Creation Date/Duration: 2025, 2 weeks
  • Tools/Skills : Unity 3D | Level Design | C#
  • Project Summary : During my second year of Game Design at ISART Digital, I had to create a 3D level with another student. The game was very simple: the player takes on the role of an archer and faces two types of enemies : swordsmen and archers. We were not allowed to add any new features, which pushed us to be especially creative in order to generate engaging gameplay solely through level design.
  • Project Goal : The goal of this project was to practice 3D level design, to implement a playable experience within a short timeframe, and to explore how level layout, enemy placement, and spatial composition can create engaging gameplay without relying on additional mechanics or features.
  • Team : Duo (with another level/game designer)

The level was divided into several situations, each with its own specific feature: combat, platforming phase, rest areas, etc.

The level we were supposed to create was level 7, so we were allowed to introduce a fairly high level of difficulty, while still respecting the concepts of pacing, flow, and difficulty balance throughout the level, as in the Sonic 3 level design exercise.

Here are videos of the level (the situations are presented in the order in which they would have been placed in the complete level):

The first combat situation, where the player has to anticipate, then run while archers are shooting at him/her.
Then, a small labyrinth to let the player rest while still having fun.
The third situation is a platforming sequence in which the player must climb a tower from the interior.
The fourth part begins with a chase sequence where the player’s stress reaches a climax, followed by a puzzle sequence in which the player must guide enemies away from the path they will later take.
Then, there is a small rest area where the player is expected to use their basic abilities: jumping and running.
And finally, a platforming sequence where the player walks on thin logs and must jump with precision

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