ABOUT EQUINOX
Equinoxe is a third-person platformer developed in Unreal Engine 5 as my end-of-year project at Campus ADN. The project challenged me to apply my level design and technical design skills to create engaging gameplay experiences, combining traversal mechanics, environmental challenges, and player-focused level layouts.
Key Takeaways
- Level Design & Player Flow – Designed platforming challenges and structured level layouts to guide players through the environment.
- Gameplay Implementation – Applied Unreal Engine 5 tools to prototype and implement core gameplay mechanics.
- Technical Problem-Solving – Identified and resolved gameplay issues through iteration, testing, and debugging.
- Player Experience – Balanced challenge, navigation, and pacing to create an engaging third-person platforming experience.
- End-to-End Development – Gained hands-on experience taking a game project from concept to a playable build.
- First, we created our Game Design Document to serve as the guiding principle for the project. Using this document, we then searched for references to start our level design.
- Metrics were a key strength of our game, as platformers require precise measurements to be enjoyable. As a team, we developed a gym where all metrics were rigorously tested to achieve the perfect game feel.
- Feedback was essential during this project. Receiving input from all departments significantly helped us achieve the perfect balance of difficulty and fun that we aimed for in the game.
- Feedback were crucial in achieving the perfect feel for the game. Together, they proved to be the best tools for creating a level that resonates with the target audience.
Level Six, ‘Tomb of Origins,’ features four floors, evoking a sense of ascension and discovery as the player explores. The passage of time has eroded the tomb’s floors, leaving holes throughout.
Each level features a maximum gameplay space of 48 by 48 meters.
Level Design Constraints
A Rational Level Design document guides gameplay ingredients and level progression throughout the game.
Fully playable from Level One to Level Seven.
Produced over 15 weeks by a team of 28 students: 7 Level Designers, 5 Scripters, 3 Artists, 7 Animators, and 6 Sound Designers.



