Cooper Yang


Game Designer
Level Designer
Enemy Designer 


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©2024 Cooper Yang

Cooper Yang

Game Designer, Level Designer, Enemy Designer

Epitaph 1997 - Level Design


︎Epitaph 1997 Project Page



Design Goals


1. Puzzle and Exploration: Encourage logical thinking with intuitive navigation and clue discovery.

2. Combat Support: Complement spell-craft mechanics with strategic layouts.

3.Atmospheric Tension & Narrative Immersion: Heighten horror and suspense, and reflect Taoist exorcism themes through environmental storytelling.

Design Process



1. Initial Layout:
- Started with a linear layout, focusing on straightforward player progression for prototyping.
- This approach prioritized clarity but lacked depth in exploration and player agency.
2. Iterated Layout :
- Transitioned into a basic circular layout, introducing loops and connections to improve navigation and sense of space.
- Early attempts at encouraging exploration and dynamic player routes.
3. Final Implementation:
- Further refined the circular layout to include logical connections and distinct zones for puzzles, combat, and exploration.
- Improved navigation flow and introduced multiple pathways for greater player freedom and strategic gameplay.
- Added environmental storytelling, puzzles, check points and intuitive lighting to guide players seamlessly through the level.


Playthrough Video