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Main Level · Unity · Level Designer

Abyssal Shade

A relaxing underwater exploration experience focused on player freedom and distinct environmental spaces that support omni-directional movement.

Gameplay Showcase

Level Overview

Abyssal Shade was designed around giving players a single open underwater environment to explore. As level designer, my priority was to create a map that felt open and free while still giving the player recognizable landmarks, readable spaces, and clear areas of interest.

Level Goals

Level Layout

The layout went through early test scenes and temporary environments before landing on the final structure. The goal was to understand where the player should naturally want to go, while still letting them choose the order in which they explored and revived each area of the map.

Abyssal Shade early map layout Abyssal Shade final map layout

Design Breakdown

Introduction To Game

Tutorial Cave

Design Intent: Introduce the player to movement and atmosphere in a controlled space before revealing the larger underwater environment.

  • Used a tighter cave layout to teach movement without overwhelming the player.
  • Set dressed the area heavily with rocks and seaweed to build mood.
  • Kept the main level hidden to make the exit reveal feel more impactful.
Abyssal Shade tutorial cave
Main-Gameplay Begings

Open World Reveal

Design Intent: Transition the player from a guided tutorial space into a larger environment that invites curiosity and exploration.

  • Framed the exit of the cave to reveal the larger playable space.
  • Used landmarks and color contrast to distinguish areas from a distance.
  • Allowed the player to choose where to go next instead of forcing a single route.
Abyssal Shade open world reveal
Enviornmental Variety

Distinct Level Areas

Design Intent: Create multiple recognizable sections that support exploration without making the player feel lost.

  • Designed 3–4 major areas with unique points of interest.
  • Placed areas at different elevations to reinforce vertical exploration.
  • Used environmental identity to help players orient themselves naturally.
Abyssal Shade distinct areas
Design Considerations

Kitbashing & Set Dressing

Design Intent: Build believable underwater spaces using available assets while maintaining strong composition and readability.

  • Set dressed level using kitbashed artist assets.
  • Hand-placed rock assets to blend forms and create natural silhouettes.
  • Rotated and layered assets to avoid repetition and support visual flow.
Abyssal Shade set dressing

Image Gallery

Abyssal Shade gallery image 1 Abyssal Shade gallery image 2 Abyssal Shade gallery image 3 Abyssal Shade gallery image 4

Process & Documentation

Level Design Process

In a short production cycle, the level design process focused on quick iteration: testing spaces, blocking out routes, defining major points of interest, and refining the environment through kitbashing. The design needed to support a relaxing tone while still encouraging players to explore every area.

Conclusion & Learnings

Abyssal Shade strengthened my understanding of how open environments can support player freedom without sacrificing readability. The biggest challenge was making the map feel open while still giving the player enough visual information to understand where they were and where they might want to go next.

Knowledge Gained

Areas for Growth

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