Striking Hell
Game Overview:
Striking Hell is a 3D platformer-action game about a cursed demon bound to a bloodthirsty sword that constantly seeks blood. Players must navigate a Hell-like world while managing the sword's uncontrollable hunger for blood, using its power both as a threat and as a tool to overcome obstacles.
Engine: Unity
Platform: PC
Type: AAA Simulation
Team size: 60+
Duration: 3 months
Tools: Unity, Figma, GDoc
Role: Level Designer
Build: Itch.io

My contributions to the team:
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Focused on Level Design concepts for player environment interaction
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Designed Unique enemies to hinder player progression
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Worked with the art team to integrate the environment and theme into the game
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Made Level Design concepts to fit the player's mechanics and core gameplay
Snapshots




Gameplay and Features:
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Fast-Paced Movement Inspired by Sonic the Hedgehog, the player runs, jumps, and navigates dynamic environments with fluid momentum.
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Dual Combat Mechanics: Use stab and slash attacks as your only form of attack; stab pierces through objects/enemies, while slash glides and cuts across targets.
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Resource Management: Collect blood cubes to satiate the sword’s hunger, as it constantly drains the player’s health, creating a sense of urgency.
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Integrated Gameplay Design balancing Combat and traversal mechanics, with stabbing and slashing enabling progression through obstacles, puzzles, and enemies.
Process



I originally created the level with the purpose that the player would run on the rooftops, but as I used the player movement and slash & stab, it was very clear that I should be basing the mechanics on moving around from place to place with the slash and stab because they can combo and chain off of one another
Goal: Sketching levels
I wanted to make levels based on a city, and wanted to incorporate rooftop city jumping as part of the level because I thought it would be cool that you could zoom around
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Created Level sketches to roughly plan how I imagine the movement to work
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Thinking about the moment-to-moment gameplay with the level sketch
Goal: Prototyping & concepting
After planning my sketches, the programmers had finished the movement and were ready to move on to prototyping our mechanics
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An isometric view of the city to see the land and area.
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placed our slash and stab walls, as well as other components, to see how the traversable attacks work.
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Added text-based messages for easy readability on what to do.
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The player should be able to recognize the areas in which they should be able to interact, just like the yellow blocks in Mario



