
Tres Rocas
Action/Adventure Level Design project
Project Overview
Tres Rocas is a level design inspired by games such as Uncharted, Shadow of the Tomb Raider and Far Cry.
I wanted to create an introductory level that introduces the three core pillars of my game: movement/climbing, stealth, and combat.
Tres Rocas is an unknown location in the Venezuelan Amazon Rainforest. It is a rocky jungle mountain area next to the Orinoco River, a perfect hiding place for the Orinoco militia. Our mission is to liberate the hostages they have taken and hidden in their base.

Tres Rocas Gameplay
Project Goal
Build a fun and engaging level focused on gameplay pacing where I can analyze and practice close-combat encounter designs, integrating narrative, scripting, and interactive elements to provide an immersive player experience.
Practising multiple key aspects of Level Design such as composition and player guidance.
Practising mission design focusing on pre-production key aspects.
Design a fun and dynamic environment where players can have agency during the level.
Designing engaging combat spaces using low and high covers.
Using blueprints to implement scripted events, subtitles and small gameplay features.
Project Learnings
Pre-production
Breakdown


I gathered references for POI, general environment mood, and militia town.
These are meant to be used as reference material and a source of inspiration.
References




Level Layout
Breakdown




Bubble
Diagram


Layout
Overview


The layout is semi-linear.
Each section has one or more gameplay styles depending on the pacing.
Optional paths offer various types of loot, rewarding players for their exploration.
Note: Numbers are connected to each beat of the Level Flowchart
Level
Flowchart
Intensity / Pacing
Graph








Note: Each beat is shown with the corresponding number in the Level Layout
Design
Breakdown
Design
Techniques
Using the funnel before-reveal technique to enhance the town's reveal.




Funnel before Reveal


Using movement
to draw attention
Movement on enemy patrols makes it easier for players to detect them, enhancing the stealth and enemy detection experience.


Gameplay
Techniques












Memorable Gamespaces
A key objective for each POI is to make it memorable.
Environmental Storytelling
Rewarding Curiosity
Rewarding exploration and curiosity with ammo, chests and different loot.
Using environmental storytelling to make the environment feel believable.
The environment tells a story.
Enemy Patrolling
Traversal Variety
Using the Environment
Using different mechanics to enhance the traversal experience.
Offering the player the opportunity to be creative and use the environment to their advantage.
Using different techniques for the patrolling of the enemies.
Blocking the view of some parts of the enemy patrol routes piques the curiosity and adds tension.
Closing
Thoughts
Designing Tres Rocas was both challenging and rewarding. The level was crafted to provide an engaging mix of combat, traversal, and environmental storytelling, inspired by the Uncharted series. One of the biggest challenges was balancing open-ended exploration with a clear sense of direction, ensuring that players naturally flow through the space while maintaining a sense of agency.
Throughout the development process, I learned how to:
Guide the player subtly using visual language, lighting, and environmental cues instead of explicit waypoints.
Design encounters that reinforce pacing, alternating between high-intensity combat moments and more contemplative exploration or traversal sections.
Optimize the level layout to maintain performance without sacrificing visual fidelity, especially in large-scale environments.
Iterate efficiently based on playtesting, identifying pain points in player navigation and refining mechanics to ensure a smoother experience.
Looking back, there are a few areas I would like to improve if given more time:
More dynamic enemy AI placements to encourage replayability and adaptability in combat scenarios.
Expanded verticality in certain sections, adding more traversal options and alternative paths to reward exploration.
Deeper environmental storytelling, integrating more micro-narratives within the world to make the space feel even more alive.
I'm proud of how Tres Rocas offers an immersive design experience. This project strengthened my skills in creating gameplay-driven spaces and taught me important lessons about iteration, pacing, and player psychology, which I look forward to applying in future designs.