Desert Town Market
Level Design Solo Project
This project is a solo endeavor where I designed and developed an action-adventure game incorporating stealth and parkour mechanics. I created the mechanics, level design, and side quest system entirely by myself, showcasing my ability to independently bring a concept to life. The game is set in a majestic yet mysterious town, inspired by medieval Marrakesh. The narrative follows a character navigating the city streets carefully, avoiding guards as he works his way toward the tower of a greedy lord. His goal: infiltrate the tower and assassinate the corrupt ruler who casts a shadow—both literal and figurative—over the city.
This project reflects my ability to:
Design engaging mechanics and levels that align with narrative goals.
Develop a side quest system that complements the main gameplay.
Build immersive environments that convey story and atmosphere.
Execute a solo project from concept to implementation.
Concept and Planning
The design of this game began with a clear vision: a towering structure looming over a bustling market, enticing the player forward while they carefully traverse the streets and alleys without drawing the attention of guards. I wanted to ensure that both the narrative and gameplay meshed seamlessly, with the level layout encouraging stealth and thoughtful movement.
To bring this vision to life, I:
1. Gathered References: I assembled a visual reference board in Miro to guide my design decisions. The board included architectural elements and scenes from Marrakesh’s markets and streets, capturing the vibrancy and intricacy I wanted for the setting. (Shown on the left.)
2. Created a Top-Down Sketch: I mapped out the major areas of the level, including the tower, market, guard posts, and paths the player would take. This sketch focused on defining key areas, establishing the general flow, and ensuring the connectivity between different parts of the city.
Designing the Tower and Market
Building the Tower First: I started by placing the tower, making it a central visual and gameplay element that would naturally pull the player toward it throughout the level.
Ensuring Connectivity: I focused on making sure the streets, alleys, rooftops, and market stalls were logically connected, encouraging fluid movement and parkour mechanics. Every area was designed to provide the player with multiple traversal options—on the ground and over rooftops.
Geometry and Area Development: Once the basic layout was in place, I refined the geometry of individual areas, ensuring that they felt natural and believable. The market became a space full of stalls, narrow pathways, and hiding spots, giving players opportunities to blend into the environment or sneak around guards unseen.
Creating the Mechanics and Side Quest System
In addition to designing the level, I developed the core mechanics and side quest system for the game:
Stealth and Parkour Mechanics: The player must remain hidden and use parkour skills to traverse the city, climbing walls, scaling rooftops, and avoiding detection by guards. If spotted, they must use quick thinking and agility to escape.
Assassination Objective: The goal is to reach the tower and eliminate the greedy lord. I carefully crafted the environment to ensure multiple ways for the player to approach the objective, allowing freedom of movement and strategy.
Side Quest Menu and System: I built the side quest system to complement the main gameplay, offering additional rewards and world-building opportunities. Players could complete optional objectives that provide insights into the lives of the townspeople and hint at the lord’s influence over the city.
Challenges and Solutions
Maintaining Flow Between Areas: One challenge I faced was ensuring that the market, rooftops, and tower felt seamlessly connected while supporting both stealth and parkour mechanics. I solved this by creating multiple traversal paths—on the ground and above—to give players freedom in how they navigated the space.
Balancing Stealth and Action: I wanted to maintain tension throughout the level, ensuring that encounters with guards felt exciting but avoidable. I adjusted the enemy placement and created shadowed areas and hiding spots to give players tools to stay undetected while feeling empowered.
Iterative Refinement: The initial layout went through several iterations to improve the player experience. I regularly playtested the level to ensure that the pathing felt intuitive and the gameplay remained engaging.
Final Design and Outcome
The final level achieves the atmosphere I envisioned—a vibrant, mysterious town dominated by a tower that beckons the player deeper into the city. The market feels alive with stalls and winding paths, while rooftops provide alternate routes for those bold enough to use parkour. The stealth mechanics and side quest system add depth to the gameplay, encouraging exploration and creative problem-solving.
This project represents not only my skills as a level designer but also my ability to:
Execute a cohesive design vision from concept to completion.
Balance narrative elements with engaging gameplay.
Independently create core mechanics and systems.
Conclusion
This solo project was an incredible learning experience, testing my abilities in level design, mechanics creation, and system development. It gave me the opportunity to tell a compelling story through gameplay while crafting an immersive environment inspired by medieval Marrakesh. I’m proud of the final result and excited to apply the skills I honed on this project to future endeavors.