Level design process

Hop: The Hidden World

How I designed single-screen parkour levels that are readable at a glance and quick to build.

LevelsSingle-screen 2D
My roleAll design
EngineUnity · C#
CameraFixed frame
Featured level
Hop: The Hidden World level

A single-screen parkour level

Every level fits inside one locked camera frame. That constraint pushed the layouts vertical, made the whole route readable from the start and let me build levels fast.

What to look at

  • Routes climb and drop instead of running sideways.
  • Players can plan their path before they move.
  • Jump and speed values were tuned alongside the layout.
Read the full breakdown
Skills

What this level work built

Designing to a constraintA fixed camera that keeps levels readable and fast to build.
Tuning with layoutMovement values adjusted in C# to set difficulty.
Readable routesLayouts that show the path so players can plan it.
Full breakdownThe design process in detail

Why a fixed camera

I wanted the camera to stay still so each level plays out inside the frame of the screen. That added verticality to the designs and let me produce new levels quickly. It also lets players see the route to the end, giving them an advantage and making each level feel achievable.

Tuning

Writing the movement in C# gave me full control over game feel. I could change Egg's speed and jump distance, playtest, and adjust the map or the player stats together, adding difficulty and easing it where needed.

Depth around the play space

Art layered in front of and behind the playable area gives each level depth without cluttering the route the player has to read.