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During my internship at Skytale, I was assigned various tasks across several aspects of their current project: The Last Artifact. My role involved designing puzzle concepts lasting between 30 and 40 minutes, and then creating fully playable blockouts for playtesting. In doing so, I had to take into account the project’s constraints (difficulty curve, game engine, environment art).


I also had the opportunity to work on the concepts created by previous game designers, refining the puzzles and player guidance, and adapting the blockout to fit the environmental design constraints.
Softwares

Minecraft

Miro

Notion
My work
In this level, the player starts at the bottom of a well; each puzzle raises the water level, allowing the player to climb back up to the surface.
My aim was to vary the room sizes and puzzle types to keep the player engaged.
I conducted dozens of playtests on this level, leading to numerous iterations of the puzzles until I achieved a satisfying and frictionless user experience. I also worked on the signs and feedback to ensure the area was clearly understood.
This was followed by the creation of a design document summarising how the level works.
Learnings

The Integration of Guidance at Blockout Stage
Learned the importance of implementing player guidance from the earliest stages of level design. By considering sightlines, landmarks, lighting, and environmental cues during blockout, I was able to create clearer player navigation and reduce the need for heavy guidance adjustments later in production.

Playtests and Iterations
Developed a deeper understanding of iterative design through regular playtesting sessions. Gathering player feedback, identifying friction points, and refining puzzles and layouts allowed me to improve both the pacing and overall player experience while aligning with production constraints.
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