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.

Player with Jumping Focus

Player with Wall Running Focus

More Screenshots