
Narrative:
In a world with nature has been killed off and humans have replaced their own flesh with metal shells, the last tree on Earth gives new life to a dead worker bot with the goal of replanting the tree in a spot where the sun is accessible to set in motion the rebirth of natural life.
Level 1 serves as the player's onboarding experience, carefully balancing mechanical introduction with environmental storytelling. The layout follows a classic Teach - Combine - Test macro structure split into three distinct beats.


Design Intent: Introduce primary mechanics in a controlled, linear environment while delivering critical narrative context via companion dialogue.

Design Intent: Open the layout slightly, asking players to juggle combat and traversal while evaluating navigation paths under environmental cues.
Utilized heavy fog at street ends to softly control playable space, implying an expansive city while subtly restricting invalid paths without relying on invisible walls.
🟢 Green Glowing Vines: Signaling swing/grapple points.
🔵 Blue Trigger Objects: Signaling interactive sequence points.
Sequences interact dynamically with movement to create momentum and keep traversal engaging across wider spaces.
Design Intent: Transition from open traversal to tight arena combat, concluding with a risk-reward hazard choice.

Early playtests showed that players struggled with navigation and readability while learning the movement mechanics. To solve this, I designed a strict visual language using green, a color tied directly to the game's core narrative and theming to guide player focus.
My primary goal was to deliver on the chaotic and desperate tone that was part of the game's core design philosophy. However, Level 1 presented a unique challenge: a tutorial cannot immediately overwhelm players while they are still learning basic controls.
Pacing Breakers & Sequence Design
Using tools developed by our programmers, I authored interactive sequences as intentional pacing breakers, stepping out of standard traversal and combat to deliver memorable, level-specific set pieces.




















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