I began by greyboxing the gameplay by creating the path the player would be taking in the game. The gameplay is all synced to the music so the player feels like they are playing the game with the music. I wanted the gameplay to start slow then wind up into a fast paced flow of different gameplay types before winding back down at the end.

I created this layered effect where an base shape will have different layers to it that can intersect with other objects. I used that to create an explosive feeling background in this part here. This visual idea is the main effect of the level and is used in different ways in different parts.

The first section of the level starts out at a slow pace, easing the player into the level. The level falls away as the player passes through it and the particles make a wave illusion. Then it begins to amp up with the level transitioning from black and white to various colours, the wave illusion speeds up and then it fades to black before the next part. I wanted to start of slow to achieve a more melancholic start before throwing the player into the euphoria of the level, achieving the theme of the sadness of moving on.

The 2nd part burst into sudden colours, feeding into the sense of rush. While the previous part only used one game mode, this part alternatives between many at a quick pace. This part also utilizes a closed in space to make the flow of the level feel more direct and like one long continuous cavern. The colours in this part are flashing intensely to the  music to add onto the sense of exhilaration.

The 3rd part is like the 2nd part but with a few changes. For one it uses the dual mode which adds another player character that is controlled in a mirror like way to add onto the rising tension. Instead of the wavy caverns of the last part, there are saws creating the space of play. This part is the hardest section of the level as its one last wild rush before it begins to tone down.

The last part, while still challenging, eases the tension down as the player approaches the end. This part features tractor beams that rip apart the level. The aim with the part was to design it to make it look like it was actively being ascended. giving the level a rounding conclusion with it being actively destroyed and ruined as the player finishes off the level. The level also begins to desaturated. fading back into the black and white colour scheme it started in.


I am really proud of this level and it does earn the title of being 8 years of working towards a goal in the game, creating something meaningful. The level has also been officially rated in the game by the developer.

See Other Work

I began by greyboxing the gameplay by creating the path the player would be taking in the game. The gameplay is all synced to the music so the player feels like they are playing the game with the music. I wanted the gameplay to start slow then wind up into a fast paced flow of different gameplay types before winding back down at the end.

I created this layered effect where an base shape will have different layers to it that can intersect with other objects. I used that to create an explosive feeling background in this part here. This visual idea is the main effect of the level and is used in different ways in different parts.

The first section of the level starts out at a slow pace, easing the player into the level. The level falls away as the player passes through it and the particles make a wave illusion. Then it begins to amp up with the level transitioning from black and white to various colours, the wave illusion speeds up and then it fades to black before the next part. I wanted to start of slow to achieve a more melancholic start before throwing the player into the euphoria of the level, achieving the theme of the sadness of moving on.

The 2nd part burst into sudden colours, feeding into the sense of rush. While the previous part only used one game mode, this part alternatives between many at a quick pace. This part also utilizes a closed in space to make the flow of the level feel more direct and like one long continuous cavern. The colours in this part are flashing intensely to the  music to add onto the sense of exhilaration.

The 3rd part is like the 2nd part but with a few changes. For one it uses the dual mode which adds another player character that is controlled in a mirror like way to add onto the rising tension. Instead of the wavy caverns of the last part, there are saws creating the space of play. This part is the hardest section of the level as its one last wild rush before it begins to tone down.

The last part, while still challenging, eases the tension down as the player approaches the end. This part features tractor beams that rip apart the level. The aim with the part was to design it to make it look like it was actively being ascended. giving the level a rounding conclusion with it being actively destroyed and ruined as the player finishes off the level. The level also begins to desaturated. fading back into the black and white colour scheme it started in.


I am really proud of this level and it does earn the title of being 8 years of working towards a goal in the game, creating something meaningful. The level has also been officially rated in the game by the developer.

See Other Work

I began by greyboxing the gameplay by creating the path the player would be taking in the game. The gameplay is all synced to the music so the player feels like they are playing the game with the music. I wanted the gameplay to start slow then wind up into a fast paced flow of different gameplay types before winding back down at the end.

I created this layered effect where an base shape will have different layers to it that can intersect with other objects. I used that to create an explosive feeling background in this part here. This visual idea is the main effect of the level and is used in different ways in different parts.

The first section of the level starts out at a slow pace, easing the player into the level. The level falls away as the player passes through it and the particles make a wave illusion. Then it begins to amp up with the level transitioning from black and white to various colours, the wave illusion speeds up and then it fades to black before the next part. I wanted to start of slow to achieve a more melancholic start before throwing the player into the euphoria of the level, achieving the theme of the sadness of moving on.

The 2nd part burst into sudden colours, feeding into the sense of rush. While the previous part only used one game mode, this part alternatives between many at a quick pace. This part also utilizes a closed in space to make the flow of the level feel more direct and like one long continuous cavern. The colours in this part are flashing intensely to the  music to add onto the sense of exhilaration.

The 3rd part is like the 2nd part but with a few changes. For one it uses the dual mode which adds another player character that is controlled in a mirror like way to add onto the rising tension. Instead of the wavy caverns of the last part, there are saws creating the space of play. This part is the hardest section of the level as its one last wild rush before it begins to tone down.

The last part, while still challenging, eases the tension down as the player approaches the end. This part features tractor beams that rip apart the level. The aim with the part was to design it to make it look like it was actively being ascended. giving the level a rounding conclusion with it being actively destroyed and ruined as the player finishes off the level. The level also begins to desaturated. fading back into the black and white colour scheme it started in.


I am really proud of this level and it does earn the title of being 8 years of working towards a goal in the game, creating something meaningful. The level has also been officially rated in the game by the developer.

See Other Work

Level Designer

Closure

Tools: Geometry Dash Level Editor | Team: Solo Project | Timeline: 1 Month

Level Designer

Closure

Tools: Geometry Dash Level Editor | Team: Solo Project | Timeline: 1 Month

Level Designer

Closure

Tools: Geometry Dash Level Editor | Team: Solo Project | Timeline: 1 Month

Game Designer | Level Designer | Programmer

Game Designer | Level Designer | Programmer

Game Designer | Level Designer | Programmer

Summary

• Created a greybox with the gameplay in sync with the song.


• Facilitated playtesting and used knowledge gained to improve the level design and fix bugs.


• Decorated the level by creating my own designs and effects using the in-game assets.


• Redesigned many in-game iconography (Orbs, Speed-changes and Portals) to better match the style I was creating.


•Rated officially in the game by the developer and the level got over 20k downloads and 1.5k likes.

Project Goals

Closure is a level I created in 2D platformer Geometry Dash. I've been playing and making levels in Geometry Dash on and off for 8 years and I created the level around the idea of moving on, it's a celebration of the time I've spent in the game and how it's inspired me to create video games in the first place. The level was designed to feel euphoric but melancholic at the same time.

Summary

• Created a greybox with the gameplay in sync with the song.


• Facilitated playtesting and used knowledge gained to improve the level design and fix bugs.


• Decorated the level by creating my own designs and effects using the in-game assets.


• Redesigned many in-game iconography (Orbs, Speed-changes and Portals) to better match the style I was creating.


•Rated officially in the game by the developer and the level got over 20k downloads and 1.5k likes.

Project Goals

Closure is a level I created in 2D platformer Geometry Dash. I've been playing and making levels in Geometry Dash on and off for 8 years and I created the level around the idea of moving on, it's a celebration of the time I've spent in the game and how it's inspired me to create video games in the first place. The level was designed to feel euphoric but melancholic at the same time.

Summary

• Created a greybox with the gameplay in sync with the song.


• Facilitated playtesting and used knowledge gained to improve the level design and fix bugs.


• Decorated the level by creating my own designs and effects using the in-game assets.


• Redesigned many in-game iconography (Orbs, Speed-changes and Portals) to better match the style I was creating.


•Rated officially in the game by the developer and the level got over 20k downloads and 1.5k likes.

Project Goals

Closure is a level I created in 2D platformer Geometry Dash. I've been playing and making levels in Geometry Dash on and off for 8 years and I created the level around the idea of moving on, it's a celebration of the time I've spent in the game and how it's inspired me to create video games in the first place. The level was designed to feel euphoric but melancholic at the same time.