Level Designer

(Basic block out in maya)

(Final step)

(Beginning of the puzzle)

(Puzzle completed)

Level Design & Game Design


Castle Inedia

(Map over the game)

In this project, we started off by deciding the theme, plot and what sort of puzzles the game was going to have. After this, we created a design document containing all things we needed to start producing the game. Before creating the top down, we researched all the possible rooms a castle could have. In the group, we discussed all the rooms and picked the ones we thought would be the most interesting. We then included all these rooms on the top-down and placed them out logically related to each other.

Us level designer in this project had a lot of different tasks. It ranged from creating top-downs to writing dialogue. One of the main assignments we also had, was to create puzzles. In a text adventure game, there are some limitations of how the puzzles can play out. The most unique one, was based of the idea that the player was going to move a rod. It had to follow a set path, if the player forced the rod in the wrong direction the puzzle would reset.

Our workflow consisted of us level designers creating basic block outs in Maya, this was to speed up the graphical artists workflow. Since the text adventure was just static pictures, the artists rendred our scenes when they were done. They then used it as a background, that was later painted over.

Castle Inedia is a text adventure game that takes place in a castle. You wake up in a laboratory with no memory of who you are. As you try to find clues of your past, you uncover the disturbing secrets that the castle holds.

My contributions:



  • Level design
  • Game design
  • Quality assurance
  • Story design
  • Puzzle design
  • XML
  • Adobe Photoshop
  • Autodesk Maya
  • Notepad ++


  • Studio: Dragon Dragon
  • School project: 8 weeks(half time)
  • Alan interpreter
  • Team size: 10
  • 2 Level Designers
  • 3 Artists
  • 5 Programmers


(Color coded enemies)
(Map over the game)