Game Summary

Dynamic Level Free Runner is a solo Unity parkour prototype with adaptive level design. It uses real-time Dynamic Difficulty Adjustment (DDA) to tailor challenges to player skill, maintaining flow, balanced difficulty, and engagement.

Responsibilities

  • Designed 3 levels

  • Concepted, Whiteboxed, User Tested Levels

  • Created all of the C# Scripts

  • Created a Adaptive Algorithm to change Level Design based on player performance and preference

Details

  • Team Size: 1 person (Solo Bachelor Project)

  • Genre: First-Person Action, Parkour

  • Setting: Dystopian City

  • Level Duration: 10 minutes

  • Role: Lead Level Designer, Programmer

  • Development Time: 10 Weeks

  • Engine: Unity Engine

Player Example Run

Adaptive Gameplay System

  • Level 1– Teaching: Introduces core movement mechanics
    (sprint, wallrun, slide, climb)

  • Level 2– Observation: Captures player metrics like completion
    time, hesitation points, and success rate

  • Level 3– Adaptation: Dynamically restructures challenges based
    on previous performance

Example: If a player excels at wall running but struggles with vaulting, the final level emphasizes wall run routes and gradually reintroduces vaults in safer contexts to support learning and flow.

  • Adaptive paths are generated in real time for different skill levels:

  • Advanced players: Complex,high-skill routes

  • Novice players: Simpler, forgiving alternatives

Flow-Centric Experience Design

  • Prioritizes flow state through rhythm, momentum, and clarity

  • Minimal interruptions; no enemies, only traversal challenges

  • Designed to be engaging and non-frustrating, with clear
    feedback loops

Moodboard

Level 2 - Concept

Level 1 - Concept

Level 3 - Concept

Visual & Cognitive Design

  • Minimalist Blockout Style: Grid and checkerboard visuals
    highlight form and function

  • High contrast & clean readability: Supports fast reactions
    and precise movement

  • Environmental storytelling via lighting, fog, and tone, no
    text or cutscenes

  • Color-coded traversal cues to eliminate intrusive tutorials:

    • Purple – Wall Running

    • Yellow – Sliding

    • Green – Climbing

    • Orange – Interactables/Checkpoints

    • Red – Hazards

Setting & Atmosphere

  • Set in a toxic dystopian city, the game mirrors the player’s
    journey through mood and architecture

  • Levels evolve from neutral on boarding environments to
    emotionally charged
    , challenging spaces as the narrative and player skill progress

Wallrunning Surface

Sliding Indicator

Climbing Surface

Level 3 - Sewers

Testing & Results

  • Static Prototype (Control) vs. Adaptive Prototype (DDA Enabled)

Measured Factors

  • Game Time Overall

  • Game Time in Segments

  • Player Fails

  • Player Sprint Duration

  • Player Traversal Preferences

  • Player Decisions

Findings

  • Adaptive version showed higher engagement, smoother skill
    progression, and increased satisfaction

  • Players reported feeling more “in sync” with the game,
    citing better rhythm and pacing

Design Philosophy

  • Flow-FirstGameplay: Every mechanic and layout choice
    supports momentum, rhythm, and uninterrupted player movement.

  • Adaptive Challenge: Difficulty and pacing scale dynamically
    based on player performance metrics like reaction time, hesitation, and success rate.

  • Player Agency & Expression: Multiple path options encourage
    different playstyles and reinforce a sense of mastery and ownership.

  • Cognitive Simplicity: Color-coded affordances reduce cognitive
    load and allow intuitive traversal without relying on tutorials.

  • Environmental Storytelling: Minimalist visuals paired with lighting,
    fog, and progression-based atmosphere create narrative depth without text or cutscenes.

  • Form Follows Function: Blockout art and clean geometry emphasize
    gameplay clarity, ensuring every surface communicates its use instantly.

Level 3 - Jumping Choices

Level 2 - Start

Result: Engagement Score (Blue: Static Prototype, Orange: Adaptation Prototype)

Level 3 - Adaptation in Player Choices

Level 1 - Tutorial Playground Area

Result: Changes player noticed

Forced Player Obstacles

  • Introduces every obstacle type, ensuring players experience each mechanic at least once.

  • Uses color-coded obstacles for intuitive recognition and quick learning.

  • Guarantees players make the connection between mechanics and visual cues before moving on.

Level 1 - Tutorial

The Playground

  • Open, low-pressure space for testing traversal mechanics (jumping, wall-running, gravity changes).

  • Lets players discover personal preferences and playstyles early.

  • Reinforces world rules (gravity, movement physics) through experimentation.

Learning in safe Environment

  • No fail states, ensuring confidence building and skill rehearsal without punishment.

  • Multiple routes encourage exploration and creative problem-solving.

  • Focus on player onboarding by blending freedom with subtle guidance.

Level 2 - Measurements

Player Choices

  • Introduces fast, instinctive decision-making under light pressure.

  • Multiple choice points test player reaction without overcomplicating gameplay.

  • Keeps clear visual communication to maintain accessibility.

Linear Paths for Pacing

  • Alternates open choice sections with linear runs to prevent decision fatigue.

  • Uses linear paths for pacing control and environmental storytelling moments.

  • Environmental variety maintains engagement while teaching subtle traversal nuances.

Multi-Routes

  • Final area offers five distinct routes, collecting player preference data.

  • Each route caters to different playstyles (speed, precision, or exploration).

  • Data gathered here fuels personalized difficulty adjustments in the next level.

Level 3 - Adapted Level

Flow Support

  • Implements fail-safes like extra platforms to reduce unnecessary restarts.

  • Supports continuous momentum, preserving player immersion.

  • Reduces frustration by lowering repetitive failure points.

Player Preference Adaptation

  • Level layout and obstacles dynamically change based on Level 2’s data.

  • Adjustments include adding/removing paths, altering obstacle difficulty, and modifying traversal demands.

  • Creates individualized gameplay, increasing engagement and replayability.

Final Adapted Area

  • Three-path challenge where obstacles require the player’s strongest traversal method.

  • For wall-runners: wall-based obstacles; for jumpers: gap-jump challenges.

  • Acts as a final skill check, reinforcing mastery before game progression.

Issues, Iterations and Learnings

Sample Issues

Limited Player Choice

The level offered too few meaningful options for navigation. As a result, players felt constrained, and the adaptive system lacked sufficient data points to personalize the experience.

Sample Solutions

Expand Player Pathways

Introduced branching routes, optional challenges, and alternate traversal methods. This not only increases player agency but also generates richer data for the adaptive system to analyze player behavior.

Overly Simplistic Visuals

The environment was composed of basic shapes with little variation. Players reported that this reduced immersion and made the experience feel unfinished.

Enhance Environmental Design

Replaced placeholder shapes with more detailed assets, varied silhouettes, and contextual cues. Added environmental storytelling elements that have strengthened immersion while maintaining readability for gameplay.

Shallow Early Adaptation

In early stages of the development, the adaptive mechanics felt too simplistic. Players expected richer variations in difficulty and pacing without sacrificing their sense of agency.

Deepen Early Adaptation

Implemented a more layered difficulty scaling from the beginning of the level. Small but noticeable adjustments (e.g., obstacle timing, bonus opportunities) give players a sense of personalization early on while keeping core agency intact.

Learnings

  • Adaptive level design is very impactful, with visible and meaningful changes to keep players engaged.

  • Tutorials that introduce mechanics through “forced” obstacles with open areas afterwards, are effective for onboarding.

  • Playground spaces empower players to experiment without pressure and encourage mastery.

  • Artificial urgency can push spontaneous decision-making, but needs to feel natural.

  • Future adaptive systems should use many different metrics and meaningful make changes in traversal variety and comfort.

Player with Jumping Focus

Player with Wall Running Focus

More Screenshots