High Level Concept
Link must repair a music box crafted by alchemists. The melody emanating from this music box brings turmoil and chaos to the kingdom. He must traverse a mountainous floating island, at the center of which lies the City of the Music Box and a temple of music with traps, puzzles, and multiple mechanisms.
Upon reaching the mouth of the mountain range, Link must navigate a network of rocks, platforms, and suspended bridges to uncover the entrance to the City of the Music Box.
Constraints
1. Design and develop a level inspired by Zelda, alone but in harmony with teammates (team of 5) to simulate the production of a full game.
2. 4 minutes of gameplay minimum within a level of 4 to 60 minutes total.
3. Developed with Unity Engine and C# scripting.
4. Respect an established pipeline: including LDD, technical prototype and the level blocky itself.
Design Process
Top Down Methodology : General Intention & Concept
Our design process for our Zelda game or DLC revolved around music as the central theme. The environment, narrative, and gameplay ideas all stemmed from this musical concept. For instance, one teammate designed a final boss level shaped like a grand organ, while another incorporated gameplay elements inspired by music boxes. This fusion of music and the Zelda universe promises a unique and captivating gaming experience.
In my section, I infused the level with the essence of brass instruments. Enemies became biomechanical creatures wielding trumpets and trombones, a flying vehicle ran on French horns, puzzles involved honks, and jump boosters were fashioned from colossal tubas. Giant sousaphones served as formidable hazards, adding a musical twist to our Zelda experience.
Music Box Realm Level 05 LDD (click directly on the image)
First Iteration of Top Down Map
Second Iteration of Top Down Map
Bottom Up Methodology : Gameplay Blocks
Moving, Pivoting and Up & Down Platforms : In my design process, I employed the bottom-up method to craft gameplay blocks revolving around dynamic moving platforms. These platforms challenged players with intricate back-and-forth, flipping, and up-and-down movements. For this technical prototype, I meticulously scripted everything in C#, ensuring a seamless and engaging gaming experience.
CUT for the final level build.
Falling Blocks & Rocks : n my design process, I employed the bottom-up methodology to craft gameplay elements centered around falling rocks, introducing a heightened sense of peril when players ventured beneath them. I scripted everything in C# to create a suspenseful gaming experience.
CUT for the final level build.
Push Cymbals : In my design process, I applied the bottom-up methodology to craft gameplay blocks featuring massive cymbals. I coded their vibrations myself, which propelled players away, adding an element of challenge that forced constant movement away from the border for an immersive gaming experience.
MODIFIED in the level, became jump booster with tubas.
Shrinking Platform : In my design process, I employed the bottom-up approach to develop gameplay blocks featuring shrinking platforms. I personally programmed this element, causing them to gradually shrink while players stood on them, creating a thrilling dynamic where timing and agility were paramount.
VARIANT was add in the level, a vertical version that is use as shrinking cover.
Sequence Platforms : In my design process, I applied the bottom-up method to construct a puzzle platforming sequence within the game. I took charge of programming this ingredient, where players triggered a sequence and had to remember it to navigate the platform successfully, adding a memory challenge to the gameplay.
In Engine Overview
I took on a hands-on role in constructing nearly everything within the 3D engine, contributing to the game's development at a granular level. The distinctive blocky aesthetic was crafted using the versatile Pro Builder tool, allowing for efficient and precise design implementation.

Level Description
START
Players begin their journey in a winding canyon network, with the ultimate goal of reaching the hidden city.
MOVE THROUGH THE HOOPS
Players face a unique challenge navigating a flying vehicle powered by French horns, with hoops guiding the treacherous safe route.
FOLLOW THE PISTONS
Upon reaching their destination, players can follow trumpet pistons, which serve both as collectibles and guiding breadcrumbs.
Players are taught to use jump boosters, represented by enormous tubas, as part of their game progression.
GET A BETTER VIEW
The only way forward leads upward to a treasure chest and an expansive view of the level.
EXTRA PATH
Players have the option to follow a sizable loop, a secondary path that holds multiple surprises and rewards.
Along the way, players may encounter small biomechanical monsters armed with trumpet noses.
SECRET LOOT
Around the canyons, players can discover hidden nooks leading to valuable loot.
BACK TO THE BEGINNING
At the end of the loop, players return to the crossroad between the golden path and secondary path, with shrinking doors revealing this intricate design—all highlighted in interactive orange.
ANTICIPATION
The start of the golden path builds anticipation for the upcoming platforming sequence.
JUMP AROUND
Players must jump from tuba to tuba across a network of rock pillars, where a fall is fatal, but it's entertaining to float away propelled by the tubas.
GET TO COVER
Players face three plateaus with giant biomechanical foes armed with trombone-bazookas. They can take cover behind shrinking barriers as music plays, ending when the platform disappears. The weak point is hitting into the trombone with a projectile.
GET THE PIECE OF THE PUZZLE
At the end of each fighting plateau lies a puzzle piece reward. To collect them, players must jump on a series of shrinking platforms to reach the honks placed on floating floors.
Man made structure are visual cues for the player.
GOING TO ANOTHER FLOOR
Manmade elements in blue serve as visual cues, guiding players through the environment, such as tunnels with shrinking platforms leading to different plateaus.
HONKS PUZZLE
Gathering all three honks allows the player to execute the correct sequence to open a passage.
OPEN SESAME
After completing the sequence, the intense vibrations from the honks shatter massive rocks.
DON'T FALL OFF THE BRIDGE
The door leads to a vast suspended bridge, where players must grasp the patterns of the giant sousaphones. They can safely cross when the sousaphones are silent, but when they start playing, the player must compensate for the force pushing them off the bridge. At maximum volume, crossing becomes impossible, leading to a fall.
FOUND THE KEY OR THE MUTE
At the bridge's end awaits a key – a trumpet mute to obtain.
MEMORY LANE
With the mute in hand, the player must navigate memory sequence platforms to cross a canyon.
MUTE THE TRUMPET
In a canyon cul-de-sac, a manmade floor features a keyhole with a trumpet horn – the perfect spot for the mute to be placed.
THE BIG FALL
As the floor shrinks and vanishes, the player and the socle with the trumpet horn plummet, unveiling the magnificent interior of a tower. Upon landing at the tower's bottom, a secret door emerges, leading the player to the hidden city.
Improvements, Additions and Feedback
Organic Big Loop Integration : Seamlessly merge the big loop into the golden path to create a more organic and interconnected gameplay experience, reducing disjointed elements.
Falling Rocks for Added Danger : Incorporate falling rocks, particularly within the loop and flying sections, to intensify the risk and danger sensation, adding an exciting layer of challenge.
Reactive Sousaphone Enhancement : Elevate the sousaphone element at the end by making it more responsive and unpredictable, creating a thrilling and dynamic finale to captivate players.