Spell Breaks
During the development of this shooting game, I transitioned from art design to level design, as I was more interested in game design and had many ideas to contribute, particularly in level layout and player experience. Since this transition happened midway through the project, I was only involved in designing a portion of the maps, but I focused on optimizing the level structure to ensure it aligned with the game’s pacing.



Due to technical limitations, I was initially unable to use the game engine directly, so I used Minecraft to create level prototypes. This allowed me to quickly test map layouts, player movement paths, and cover placements. Once the engine was accessible, I converted these prototypes into actual game maps, refining player routes, enemy spawn points, and combat flow.
In the design process, I specifically created jumping sections and multi-layered stair structures, enhancing the verticality and tactical depth of the gameplay. This gave players more strategic options, such as leveraging height advantages in combat, while maintaining fluidity in movement. This experience not only deepened my understanding of level design but also taught me how to effectively validate design ideas using creative tools when traditional methods are unavailable.




