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Reverie’s End

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Role

Gameplay & Level Designer

Overview

A 2D puzzle-platformer centred around a “mirror reflection” mechanic. Players switch between the real world and a water-mirror space to solve environmental puzzles through cross-layer interactions, such as creating traversal paths by aligning reflections to pass through obstacles like thorn-covered walls or entering underwater spaces. The game includes three levels and hidden collectibles to encourage exploration and replayability.

This was a 2-month interdisciplinary university project (Game Art + Game Design collaboration) with a team of 8 members (5 artists and 3 designer-programmers). I acted as the lead for core gameplay and level design, responsible for defining the mirror mechanic, building its prototype, and implementing it in-engine. I also independently designed and validated all three levels around this system. In addition, I designed the collectible system (pickup logic + UI feedback) and integrated it into level pacing as an exploration incentive. I was also responsible for Unity asset integration and overall pacing tuning, ensuring that players received clear UI guidance when stuck to prevent breakdowns in experience flow.

During iteration, I led key improvements based on playtesting feedback. The initial build allowed players to complete levels in around 45 seconds, meaning the mirror mechanic was often bypassed rather than understood. Tutorial clarity was also insufficient, leading to confusion around core rules. To address this, I restructured the level design to enforce mandatory use of the mirror system for progression, and introduced tutorial blockouts alongside clearer visual cues (such as reflection highlights and synchronous feedback). After iteration, player understanding of the core mechanic improved significantly, and both pacing and difficulty curves became more stable, allowing the design intent to be communicated more effectively.

Tools

Unity, C#

2D Puzzle Platformer.

© Xuening Li

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