Deep dives into level design process, iteration strategy, and lessons learned from shipped and in-progress projects.
Rebuilding an Encounter for Eyes of the Forest
A walkthrough of the full process of rebuilding Encounter 3 in Eyes of the Forest — from preproduction and top-down mapping, through blockmeshing, gameplay implementation, and final polish.
Hey there! This blog post breaks down encounter design principles, pacing, and gameplay beats of a screen from Specter Inspector, a horror themed 2D task management and evasion game that I served as design lead and level designer for.