A Collection of 31 Daily Level Prototypes

Blocktober? Just “Go Block”!

A month-long challenge where I built a new level prototype every day, each one in under 6 hours, entirely in my spare time while working on other projects. Each Level has its own theme, challenge and design focus.

Each level shown here was created as part of Blocktober 2025.

My Personal Favorites

Day 22: Room of Little Wars

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Setting

A child’s playroom battlefield, shelves, carpets, toys, forts, and ambush points.

Concept

Toy soldiers have come alive and are fighting; player navigates the chaos at miniature scale.

Design Focus

Enemy anticipation & visual perception as core gameplay pillars.

Gameplay Feel

Observation-driven tension, rewarding awareness and careful movement.

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Day 28: Echoes in the Chasm

Setting

Massive cave split by a deep chasm, with two paths leading to the same goal.

Opening

Wide vista with central landmark + side POI to guide attention & route choice.

Design focus

Mirrored structure, different rhythms & spatial pacing.

Two routes

Right path = claustrophobic tunnels ending in an exposed bridge; Left path = timing/stealth with patrols and a collapsed house detour.

Day 31: Apocalypse in Paris

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Grand Finale

Realistic Paris blockout around the Eiffel Tower & Palais de Chaillot.

Theme

Zombie apocalypse, destroyed streets, camps, tanks, barricades, environmental storytelling.

Design focus

Realism via Google Maps/Earth, landmark navigation, varied pacing & encounter types.

Scale

Biggest blockout of the month, ~13–14 min playtime, open routes + tight combat sections.

Day 12: Orbital Conflict (PvP)

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Genre

Multiplayer free-for-all, in a tactical arena in an abandoned warehouse location.

Theme

Industrial warehouse/base built using Lyra, grounded and utilitarian.

Design focus

High-risk vantage points vs. tight routes that reward bold exploration.

Multiplayer Map

Each building has a distinct silhouette for fast orientation and flow. Long areas for interesting shootouts, insides and outsides of buildings.

Some Impressions

All 31 Levels sorted by Popularity

#1: Day 22: Room of Little Wars

Built a bedroom battlefield navigation path across shelves, carpets, toy structures, and improvised forts to encourage vertical and environmental traversal.

Created observation-based gameplay: not all toy soldiers animate, requiring players to carefully inspect each figure to identify real threats.

Implemented foreshadowing systems using empty green base plates to subtly hint at enemy presence before encounters.

Designed a blockout level set in a child’s playroom, where toy soldiers have come to life and engage in battle.

Focused on enemy anticipation and visual perception as core design pillars to create tension and player attentiveness.

Balanced ambush opportunities, line-of-sight challenges, and hidden hazards to reward spatial awareness and cautious movement.

#2: Day 11: Outpost Delta (Multiplayer)

Designed a multiplayer warehouse/base map using the Lyra System in Unreal Engine.

Implemented high-risk, high-reward gameplay through vantage points and exposed positions.

Created distinct building interiors and unique silhouettes to improve navigation and spawn awareness.

Focused on tactical yet readable layout with clear player orientation.

Added tight dead ends and small side areas to reward exploration with weapons or strategic advantage.

Prioritized map readability and player decision-making, leaving room for iterative improvements like pickups.

#3: Day 31: Apocalypse in Paris

Designed a realistic Paris city environment featuring the Eiffel Tower and Palais de Chaillot, recreated using Google Maps, Earth, and Street View references.

Created a mission-driven level: navigate gardens, cross Pont d’Iéna, and reach the survivor camp under the Eiffel Tower.

Balanced open areas and tight encounters to allow multiple approaches: stealth, all-out combat, or mixed strategies.

Transformed a peaceful city into a zombie apocalypse scenario, combining post-battle destruction with strategic combat encounters.

Implemented choke points and bait mechanics, encouraging players to funnel enemies and use limited ammo strategically.

Developed Blocktober’s largest and most ambitious blockout, focusing on scale, atmosphere, tension, and player choice for a 13–14 minute experience.

#4: Day 25: Iron Pursuit

Designed a linear, dynamic train level controlled by a mafia boss, from the last wagon to just behind the locomotive.

Each wagon offers unique gameplay twists, including oil tankers, cargo containers, industrial, and exotic cargo sections.

Balanced structure and pacing to keep the level fresh despite its linear layout, emphasizing flow and player engagement.

Challenge: Straightforward progression while maintaining engaging pacing and tension throughout the level.

Created combat variety: inside wagons, through narrow connectors, and on top of the train while scenery rushes by.

Designed a compact, high-intensity experience where movement and environmental dynamics are central to gameplay.

#5: Day 17: Highfall Ruins

Designed a vertical exploration level featuring narrow cliff paths, river crossings, and steep rock faces leading to waterfall ruins.

Incorporated key landmarks like waterfalls and ruin arches to aid player orientation in a layered environment.

Emphasized player navigation and sightlines, balancing challenge with readability in a natural setting.

Focused on verticality and framing, using natural features to guide the player’s eye and create clear progression.

Added optional high-risk paths that reward exploration with collectibles, encouraging curiosity and spatial awareness.

Created a layered, immersive environment that combines traversal, environmental storytelling, and strategic exploration.

More Blocktober Levels

6-15
16-25
26-31