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LEVEL DESIGN & GAME DESIGN CASE STUDY•PSX Survival / Horror•Solo Game Jam

LOOM

Micro-Scale Spatial Level Design, Objective-Driven Tension, and AI Predator Pacing

A PSX-style first-person survival game developed in Unity. The player takes the role of a tiny spider trapped inside a massive human house. The core design challenges revolved around architecting 3D vertical terrain from a micro perspective, pacing an objective-driven gameplay loop (building 4 strategic webs before time expires), and balancing an autonomous predator AI that threatens player progress through web destruction.

Primary Focus
Game Designer
Level Designer
Supporting Skill
Gameplay Programming
Unity & C#
Project Format
Solo Developed
Game Jam Entry
Target Platform
PC / WebGL
Retro PSX Aesthetic
💡
DESIGN OWNERSHIP & AI TRANSPARENCY

DESIGN OWNERSHIP NOTE: All level geometry, spatial metrics, objective pacing, predator state flow, and player mechanics were conceptualized, blockouted, and balanced by me. AI tooling was strictly utilized for C# syntax prototyping and shader optimization.

[ 60 FPS GAMEPLAY WALKTHROUGH ]1080p In-Engine Capture
LOOM — Full Gameplay Run & PSX Atmospheric Lighting Demonstration
Play Game on Itch.io| Recorded In-Engine
01/LEVEL DESIGN & SPATIAL HIERARCHY

Level Schematic & Spatial Hierarchy

By analyzing the macro room layout and grayscale value composition, we examine how the environment guides player sightlines, communicates traversable 3D surfaces, and creates structural tension between predatory patrol routes and micro safe-harbors.

TOPOLOGICAL ARCHITECTURE // 4-ZONE PATROL MAP

Level Schematic & Patrol Routing

Spatial Zoning Map
LANDMARK 01Mid/High Elev.

Table Plateau

High-ground observation node & Web 02 anchor. Provides a complete 360-degree vantage point over the floor patrol vectors.

Spatial Role: Safe Observation & Web 02
LANDMARK 02Ground Level

Exposed Carpet Chasm

High-risk predator patrol artery. An open floor transit corridor directly intersected by the enemy spider's primary sweep path.

Spatial Role: High-Risk Patrol Artery
LANDMARK 03Scale-Locked

Baseboard Crevices

Micro safe zones immune to predator collision. Narrow structural crevices where the larger enemy spider cannot enter.

Spatial Role: Micro Safe Harbors
LANDMARK 04Max Elevation

Ceiling Corner Anchor

High-elevation climax & Web 04. Demands multi-surface climbing mastery across inverted wall angles under ticking countdown clock pressure.

Spatial Role: Climax Objective & Web 04
Macro Spatial Blockout & Layout

Plateau vs Chasm Spatial Hierarchy

The high table surface serves as a visual landmark and safe observation deck. Ground carpet areas are intentionally exposed, forcing the player to sprint across open sightlines or commit to vertical climbs along furniture legs.

Vertical Traversal & Web Anchor 02

Vertical Transition & Occlusion Cover

This mid-elevation node bridges ground navigation and ceiling traversal. Wall seams provide continuous climbing rails while table corners occlude the player from ground-level AI sweeps.

Enemy Patrol Intersection
●HIGH-RISK CHOKE POINT

Enemy Patrol Intersection

Open intersection along the primary predator route requiring strict timing.

Scale-Restricted Crevice
●SAFE REPOSITION HARBOR

Scale-Restricted Crevice

Narrow baseboard gaps where predator spider cannot fit, giving player respite.

High-Elevation Web 04
●FINAL OBJECTIVE ANCHOR

High-Elevation Web 04

Ceiling-corner anchor testing player mastery of upside-down 3D locomotion.

02/EXPERIENCE ARCHITECTURE

Intended Player Flow

The level layout directly underpins the psychological progression from initial disorientation to spatial mastery and tense survival execution.

STEP 01
START
STEP 02
EXPLORE
STEP 03
FIND WEB
STEP 04
BUILD WEB
STEP 05
PRESSURE
STEP 06
ESCAPE / REPOSITION
STEP 07
FIND NEXT WEB
STEP 08
BUILD 4 WEBS
STEP 09
[ WIN / SURVIVE ]

Spatial Routing Support

The room geometry is intentionally non-linear. Players are never funnelled into dead ends without an alternative vertical escape vector (chair leg, wall seam, or baseboard crevice), ensuring that fleeing an approaching enemy feels like a tactical choice rather than an inevitable death.

Tension Modulation

High-tension build moments (where the player is stationary and vulnerable for several seconds) are immediately followed by release phases as the player scurries into dark crevices to scout their next trajectory.

03/TOPOLOGY & OBJECTIVE DESIGN

Web Placement & Design Rationale

The 4 web locations were strategically anchored to balance tutorial onboarding, spatial expansion, risk exposure, and mastery of 3D spider movement.

WEB 01 — INTRODUCTIONLow Risk • Ground Level

Core Mechanic Onboarding & Low-Risk Anchor

Positioned near the initial spawn point beneath low furniture. This node teaches the player the fundamental interact-and-hold construction mechanic in an enclosed, low-threat space outside the enemy's starting patrol route.

Purpose: Core Mechanic Learning
WEB 02 — EXPLORATIONMid Elevation

Spatial Expansion & Vertical Surface Climbing

Anchored halfway up a wooden bookshelf or chair back. This requires the player to leave ground shelter, ascend vertical wooden surfaces, and orient themselves in 3D space, expanding their mental map of the room.

Purpose: Vertical Traversal & Spatial Expansion
WEB 03 — ENEMY PRESSUREOpen Corridor

Active Patrol Interference & Timing Dilemma

Placed adjacent to the primary enemy spider patrol loop. Attempting this build without monitoring the predator's footsteps will trigger an immediate chase or result in the completed web being quickly torn down.

Purpose: Risk / Reward Patrol Timing
WEB 04 — FINAL CHALLENGECeiling Height

Climax Execution Under Countdown Urgency

Located in a high corner intersection requiring complex multi-wall climbing. By the time players reach this anchor, the global countdown is low, forcing a high-stakes execution sprint to seal the win condition.

Purpose: Climax & Traversal Mastery
04/SYSTEMIC OPPONENT

Enemy AI & Player Pressure

Instead of acting as a generic combat foe that depletes player health bars, the enemy spider functions as an objective-denial mechanic. It transforms passive room navigation into an active tactical puzzle.

AI BEHAVIOR STATE TREE
1. PATROLRoutine Sweeps
↓
2. DETECT / INVESTIGATESenses Web / Sound
↓
3. CHASELine of Sight Pursuit
↓
4. DESTROY PLAYER WEBTears Down Progress
↓
5. RETURN TO PATROLRe-anchors Route

How the Enemy Changes Player Decision-Making

1. Spatial Route Alterations

When the predator is audible in the central floor area, the player is forced to take longer, elevated wall-climbing routes, trading precious countdown seconds for physical safety.

2. Build Window Commitment

Because building a web requires remaining stationary for several seconds, players must wait for the predator to turn a distant corner before initiating construction.

3. Defend vs Abandon Decisions

When the enemy approaches a completed web, the player faces a choice: create a distraction by intentionally breaking cover to lure the predator away, or retreat and rebuild later.

4. Audio-Driven Situational Awareness

Spatial 3D audio cues (skittering legs, venomous clicks) communicate predator proximity through headphones, allowing blind situational tracking from behind furniture.

05/ITERATION PIPELINE

From Blockout to Final Environment

The transition from greybox prototype to final playable space was guided by rigorous playtesting to solve navigation choke points, clarify climbable surfaces, and enhance atmospheric readability.

STAGE 01

Greybox Primitive Blockout

Basic box colliders placed to establish macro room proportions. Tested spider surface normal raycasting on simple 90-degree angular edges and evaluated base walking speeds.

Focus: Scale validation & basic movement physics
STAGE 02

Spatial Routing & AI Playtesting

Refined furniture placements into distinct plateaus and valleys. Injected the enemy spider patrol waypoints and iterated on web node placement to ensure no spot was unreachable or permanently camped.

Focus: Patrol timing, safe crevices, node spacing
STAGE 03

Final PSX Art & Lighting Polish

Integrated low-poly assets with pixelated textures and affine vertex jitter shaders. Added subtle bioluminescent web highlights to preserve visual navigation in low-light conditions.

Focus: Aesthetic cohesion, value contrast, UI polish
06/VISUAL HIERARCHY

Grayscale Composition & Readability Studies

Analyzing environmental composition through a strict level-design lens: focal points, silhouette separation, leading architectural lines, and lighting value contrast.

Sightline & Silhouette Contrast

1. Silhouette Separation

Light background wallpaper values contrast against dark foreground wooden framing, making traversable structural seams immediately recognizable even at PSX low-resolution rendering.

Leading Lines & Verticality

2. Leading Lines & Guides

Vertical wooden grooves and furniture edges act as natural architectural leading lines, unconsciously guiding player gaze towards high-ground safety plateaus.

Value Contrast in Tight Spaces

3. Occlusion & Claustrophobia

Dark ambient shadows beneath baseboards provide psychological reassurance of concealment, balanced against restricted field-of-view that prevents long-range enemy tracking.

07/SYSTEM DYNAMICS

The Core Gameplay Loop

How the global countdown timer, 4-web objective, enemy spider AI, and 3D level layout synthesize into a continuous survival loop.

01
EXPLORE
02
FIND
03
BUILD
04
SURVIVE
05
REPOSITION
06
LOOP / WIN
Systemic Interplay: The Timer imposes constant forward momentum, discouraging indefinite hiding. The Web Objective (4 nodes) forces the player into diverse topological zones. The Enemy Spider introduces territorial risk and objective denial, while the Level Layout provides the dynamic vertical terrain necessary to evade capture.
08/DESIGN RATIONALE

Key Design Decisions & Rationale

Core creative decisions were intentionally selected to maximize tension, enforce scope discipline for a game jam, and deliver an unforgettable micro-scale perspective.

DECISION 01

Why 4 Web Locations?

Four was calculated as the ideal metric within the game-jam scope: exactly enough to require four distinct spatial migrations across all room quadrants, without bloating round duration into repetitive backtracking.

DECISION 02

Why an Explicit Global Timer?

Without a timer, stealth players would wait indefinitely in safe crevices for the enemy to wander far away. The ticking clock introduces essential friction, forcing players to take calculated risks and sprint through danger zones.

DECISION 03

Why an Enemy Spider (Predator AI)?

Rather than environmental hazards (falling objects, hazards), an active predator creates dynamic, unpredictable encounters. Endowing it with the ability to destroy webs turns completed objectives into vulnerable assets that must be defended or timed strategically.

DECISION 04

Why a Domestic Human House Setting?

Domestic human houses are universally familiar. By inverting the scale to micro-proportions, mundane items like table legs, bookshelves, and floor sockets become monumental architecture, evoking uncanny psychological scale without requiring complex fantasy lore.

09/PROBLEM SOLVING MATRIX

Design & Technical Iterations

A transparent breakdown of critical mechanics iterated during playtesting to solve orientation issues, pacing balance, and enemy fairness.

Spider Locomotion & ClimbingITERATION #1
Problem:Steep transition angles between floor and vertical walls caused sudden camera snapping and disoriented playtesters.
Design / Tech Change:Implemented continuous normal interpolation with raycast sphere-casts and smoothed camera pitch damping.
Result:Fluid, predictable surface climbing across any 90-degree angle without inducing motion sickness.
Enemy Web Destruction BehaviorITERATION #2
Problem:AI would occasionally patrol past a freshly constructed web and tear it down within 2 seconds of the player finishing it.
Design / Tech Change:Added a 15-second grace cooldown before the AI can target a newly built web, plus a distinct 3-second tear-down animation.
Result:Gave players an empowering sense of accomplishment and a fair window to flee or establish counter-positions.
Camera Clipping in Tight CrevicesITERATION #3
Problem:When squeezing under low furniture or between baseboards, the first-person camera clipped into adjacent mesh colliders.
Design / Tech Change:Tuned the camera near-clipping plane to 0.01m and added soft collider offset padding along narrow gaps.
Result:Preserved immersive claustrophobia beneath furniture without breaking visual immersion or seeing through walls.
Web Node Interaction RegistrationITERATION #4
Problem:Players in frantic chase situations frequently missed narrow interaction raycasts while moving.
Design / Tech Change:Expanded the trigger interaction volume into a generous spherical zone and added responsive HUD build-meter fill feedback.
Result:Reliable, crisp input response even when initiating builds under intense adrenaline pressure.
Countdown Timer BalancingITERATION #5
Problem:Initial timer was either too forgiving (eliminating tension) or too punitive (causing unavoidable round losses upon 1 minor detour).
Design / Tech Change:Conducted timed benchmark runs across optimal, average, and distracted routes, calibrating the final clock with a 25% safety buffer.
Result:High-adrenaline endings where typical winning runs finish with fewer than 15-20 seconds remaining.
10/PROFESSIONAL REFLECTION

Game Design Takeaways & What I Learned

Designing Around a Singular Clear Objective

A focused, unambiguous win condition (build 4 webs) keeps player cognitive load manageable even under intense time pressure and spatial complexity.

Using Environmental Scale to Create Organic Tension

Scale inversion is a powerful design tool. Everyday mundane objects become monolithic architectural obstacles that evoke visceral vulnerability without relying on cheap jump scares.

Designing Enemy AI Around Objective Denial

Giving AI the ability to attack player progress rather than solely player health creates richer strategic choices (distraction, sacrifice, timing) compared to basic attrition.

Connecting Level Design with Gameplay Systems

Level design cannot exist in a vacuum; vertical wall-climbing mechanics only feel rewarding when the environment provides deliberate architectural ledges, seams, and vantage points.

Balancing Stylized Readability Under Retro Constraints

Working with PSX-style low-resolution rendering demands deliberate value contrast, lighting hierarchy, and particle cues to ensure crucial interactables remain readable.

Rapid Playtest-Driven Iteration in Game Jams

Observing fresh players uncover blind spots, disorientation, and pacing bottlenecks is the fastest way to refine mechanics and prune unnecessary complexity within tight deadlines.

FINAL PORTFOLIO SUMMARY

“LOOM demonstrates my ability to design engaging gameplay systems, construct atmospheric 3D levels, craft player-focused mechanics, and rapidly iterate on balance. It exemplifies my passion for working at the intersection of Game Design, Level Design, and Unity C# Gameplay Implementation.”

Aswin Ram • Game Designer & Level Designer