Leylines

Engine: Unity
Role: Game Designer – Level Design & AI Systems
Team Size: 10
Duration: 7 Weeks
Project Type: Final Team Project – FutureGames


🔹 Overview
Leylines is a momentum-based first-person platformer where wall-running, precise timing, and strategic combat drive progression. My contributions focused on designing modular levels that emphasize traversal mastery, and implementing enemy AI with reactive behaviors and elemental systems.


🎯 Key Design Contributions

  • Level Design & Iteration:
    • Designed and blockout-tested modular levels with a focus on wall-running, timing, and verticality
    • Used hazards (spikes, fire traps) and toggle switches to challenge player movement and decision-making
    • Built elevator platforms, logic gates, and traversal loops to pace challenge and enable visual navigation
  • AI Design & Scripting:
    • Developed two enemy types (Fire and Frost) with custom state-based behavior trees: Idle, Guard, Attack
    • Integrated elemental interactions (Fire/Frost vs. shielded enemies), creating layered strategic combat
    • Used NavMesh-based navigation and Unity C# scripting to manage adaptive responses to player actions
  • Player Guidance & Readability:
    • Designed encounter spaces that subtly signal goals, danger, and available paths through environmental cues
    • Structured key/lock mechanics to encourage exploration without disorientation

🛠️ Tools & Systems Used
Unity • C# Scripting • Shader Graph • NavMesh • Custom AI State Machines • Modular Level Kits


🌱 Reflection
Leylines deepened my understanding of how mechanical clarity, progression pacing, and player agency shape the player experience. I gained practical skills in combat encounter design, AI logic, and environmental communication—while collaborating with a multidisciplinary team in a production-paced environment.