2026 © Giordano Jankovski | Todos os direitos reservados.
Action RPG - UE5 - Senior Level Designer

Action RPG level design built around systemic combat, layered encounters, traversal gating, and reward-driven exploration.

The level begins with the player unable to attack, forcing stealth traversal while establishing spatial memory through a clear landmark and a visible but unreachable reward.

After regaining combat ability, a shortcut returns the player to the same space, now enabling combat and access to previously unreachable rewards. The layout is reused without structural changes.

Enemy behavior is first introduced in a contained space to establish readability and combat language.

The enemy later returns with elemental variation and layered configurations, increasing spatial pressure and decision complexity. Escalation comes from encounter composition rather than raw stat increases.

Optional paths incentivize exploration without breaking pacing.

Secret traversal unlocks combat advantage in high-pressure encounters.

Early environmental cues encourage return after progression abilities are unlocked.
Exploration is consistently reinforced through spatial memory and layered rewards.

The player can only advance through this section after mastering the Warp ability introduced earlier.
This moment validates prior learning by requiring its practical application to progress. From behind the enemy, the recently visited village remains visible, reinforcing spatial continuity and environmental awareness.

Tight, dark compression spaces transition into open, luminous objective reveals.
Environmental contrast is used to control emotional pacing and reinforce macro direction.
2026 © Giordano Jankovski | Todos os direitos reservados.