A Third Person Traversal Experience
With this level i wanted to challange myself by creating a thrid person travesal level that takes much insporation from Bomb Rush Cyberfunk and Jet Set RAdio. My goal was to create a linear with focuis on flow and traversal design
With my own created rail system, i wanted to create a level that could give the player a sense of flow state whilst still being able to freely choose to explore a different path that they can switch to
For this project, it has primarily been Bomb Rush Cyberfunk and Jet Set Radio that has acted as a source of inspiration. The aim of what i wanted to accomplish was to create a level that would support the main gameplay elements grinding and wall sliding with the outcome of giving the player a sense of flow.
The idea was to create a less open space as the inspirations sources and to create a more linear experience which still gives the player flexibility whilst traversing through the level with the different gameplay elements.
ACT 1

The iteration process has been significant and has come in various robust swings. Iterations have occured primarily on the level but also various gamplay bugs.
Early in the development phase, I mainly wanted to get the player path completed. I then used Kishotenketsu to create a natural level structre which helped me dived my level into different spaces with different focus areas, such as mechanics introduction, mission area and the final challange.
The iteration process was driven by a mix of playtesting and my own design exploration. It remained fluid and iterative and i was open to bold changes in service of the level’s overall quality. One example was a larger fingal area i had planned on early on. However when it no longer supported the design goals or scope, I chose to cut it and rework the space into something more alinged with the inteded exeperience and production constraints
One of the main goals for the level design was to explore how the grinding mechanic could be used to create a specific type traversal and flow gameplay. The core of the grinding functionality was implemented in a prvious project and has been iterated on later in this project
For this level, I continuned iterating and polishing it furhter so it would feel reliable and responsive enough to suport the gameplay the level was built around. With the blueprint being a spline mesh game me lots of flexibility to make going from point A to B more unique and entertaining.
ACT 2
One challenge during development was balancing how long players stayed on rails throughout the level, which required continuous iteration. I wanted to avoid long, unchallenging rails that simply moved players from point A to B. To address this, I designed the skatepark as an open space with one clear exit and a more subtle alternative.
This allowed for multiple direct paths to the exit up to three interconnected routes giving players the freedom to explore different ways forward, follow a more defined path, or switch routes and approach it more freestyle
This was the goal of this space, to let the player fully utilize the grinding mechanic in and fun space that fit the world building
I chose to design this new area as a decompressing zone in order to slow down the experience. I made this choice because of the risk that the player might experience gameplay fatigue due to the area before being very gameplay heavy with lots of grinding, jumping, wall sliding and timing.
I wanted the player to decompress and take in the town square whilst still having a few options of fun where the player can ride grind rails and test out grinding on a dragon.
ACT 3
This area was designed to be a final challenge for the player, where the player combines mechanics they have learned and apply them to shooting enemies . It was design with the intention of letting the player utilize the mechanics whilst using very simple combat in form of a bat swing to the stationary enemies shooting ranged projectiles which the player tries to evade using the traversal mechanics that can be used through the area.
Like the skatepark, the area isn’t built around a single direct path but allows players to switch between alternate routes while moving. However based on game tests, I reduced the number of these alternatives to avoid overwhelming the player with information. Instead, I designed three main approaches, left, middle, and right, that connect to each other. The enemies are also positioned to maintain the player’s movement and flow rather than interrupt it when approaching them.
Feedback I received from playtests, along with my own observations, showed that players were unclear that they were in a tutorial area during the introduction of the grinding and wall slide mechanics.
The pacing and balance of these introductions were not effective. This led me to identify two key issues to address. First, I needed to better define the identity of the space so players would clearly recognize it as a tutorial area upon arrival. Second, I needed to improve the difficulty balance to help players clearly understand and learn the mechanics they would later need to master
I iterated using techniques like signposting, color contrast, and composition to improve navigation and reinforce the feeling of a tutorial area. I also adjusted difficulty by reducing the number of rails, extending their length and making wall slide surfaces more readable and inviting. To elevate the overall gameplay and feel of the level, I introduced varied rail elevations, allowing players to grind between different heights, while reducing ground-level rails to maintain a balanced experience
This project has been incredibly insightful and probably the most enjoyable project that I have worked on, and I am proud of the accomplishments I have had with creating this project. However it has also been a very challenging project that has pushed me into unfamiliar territory and has made me be more flexible and adaptable whilst learning new skills.
Everything does not always goes the way you planned it, this is something that became much more real an clearer during this project. That said, i saw this an opportunity for me to sharpen my adaptation and flexibility skills which became an necessity and something that i strongly feel i managed to accomplish with this project.
The set timeframe and structured plan were educational, but toward the end it became frustrating as I wished for more time to improve quality. With more time, I would focused more on playtesting, which was difficult to fit into the schedule. Despite this, I am satisfied with the result. I followed both my own and the school’s planning and stayed humble during development, making tough decisions to cut elements that didn’t contribute to the level, even though they were part of my original pre-production vision
Ahab.ibrahim@hotmail.com
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.