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Spooky Bonanza | Platformer Level Design

I planned, created, and built the environment and level in Unity for the Halloween-themed cute platformer game Spooky Bonanza. It was made in 2025 at the Pelifarmi-training in Oulu by a team of five with one week of planning and five weeks of production.

We aimed for a fun, casual, and accessible experience - so the difficulty was kept quite easy. To still keep the level interesting, I added variation through visually distinct areas, perspective changes, shifting the gameplay focus between exploration, platforming, and combat, and gradually increasing the challenge.

I've included a walkthrough of the entire game at the end of this page.

Published at: https://abysska.itch.io/spooky-bonanza

Level Highlights. In terms of mechanics, the jump is progressive, and the player can also glide, attack, and block.

Process [1/4]: Sketch. During the planning week, I outlined the level detailing the distinct areas and their gameplay focuses. Only small changes were made during production.

Process [1/4]: Sketch. During the planning week, I outlined the level detailing the distinct areas and their gameplay focuses. Only small changes were made during production.

Process [2/4]: Level flow. An outline of the narrative and progression of the level.

Process [2/4]: Level flow. An outline of the narrative and progression of the level.

Process [3/4]: Collectible placements. There are five unique Pumpkins scattered throughout the level for the player to find and collect. I made sure they were visible on the normal route, spotted by a keen eye.

Process [3/4]: Collectible placements. There are five unique Pumpkins scattered throughout the level for the player to find and collect. I made sure they were visible on the normal route, spotted by a keen eye.

Process [4/4]: Blockout to final. As I was also the Environment Artist, I used the blockout phase to simultaneously find the right scale for the modular assets.

Process [4/4]: Blockout to final. As I was also the Environment Artist, I used the blockout phase to simultaneously find the right scale for the modular assets.

Walkthrough [1/8]: Onboarding

Walkthrough [2/8]: Dungeon | Corridor

Walkthrough [3/8]: Dungeon | Vertical Section

Walkthrough [4/8]: Party | Gallery

Walkthrough [5/8]: Party | Dining Room

Walkthrough [6/8]: Party | Courtyard

Walkthrough [7/8]: Crypt | Upper Corridor

Walkthrough [8/8]: Crypt | Vampire's Coffin & Ending