This is a puzzle-platformer made for a 48-hour game jam around the theme “MERGE.”

The main design idea of the game is to merge the UI with the actual game scene, allowing the character to interact with things outside of the game world itself. We also built the narrative around this concept: the main character’s world is breaking apart, and he must escape from the game world into the real world, represented by the player’s desktop.

I was responsible for most of the game’s level design. My goal was to make the interaction between character and UI the center of the gameplay experience, so I designed levels around ideas such as UI platforms, damage numbers as jumpable surfaces, and buttons or icons as interactive objects. By doing this, I aimed to make the central mechanic feel consistently present throughout the game.

 

My process began with rough sketches, followed by whitebox level, and then final implementation with art assets. Going through each of these stages gave me a stronger understanding of level design as an iterative process, where layout, pacing, and readability often need to change as the game develops.

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