
First Person - Action Adventure
Mecon: The Lost Empire
Game Design & Level Design

Project Overview
Mecon: The Lost Empire is a solo-developed first-person action-adventure experience designed to showcase my expertise in Game Design, Level Design, and Game Production.
Developed entirely in Unreal Engine 5, I implemented all gameplay mechanics, AI behaviors, and environmental interactions through visual scripting during a 5 week timeframe.
This prototype not only highlights my ability to craft cohesive gameplay loops but also demonstrates my proficiency in integrating narrative seamlessly into the world. Through end-to-end management of the development process, I have ensured a unified, engaging experience that balances innovation with player satisfaction.
Focus Areas
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Game Design: Designed and implemented a fluid combat system, dynamic traversal mechanics, and engaging puzzle-solving elements
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Level Design: Developed a detailed three-act structure, with each act progressing in difficulty while maintaining narrative tension.
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Visual Scripting: Utilized Unreal Engine 5’s Blueprint system to develop core mechanics, including combat, AI behaviors, traversal, and environmental interactions
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Narrative Storytelling: Crafted environments rich in lore and atmosphere, using environmental elements and interactive objects.
Overview Screenshots
Game Design
The design philosophy of Mecon: The Lost Empire is centered around creating a high-intensity, engaging experience by fusing fast-paced combat, dynamic mechanics, and compelling environmental storytelling. Drawing inspiration from cyberpunk aesthetics, the game features a robust combat system and dynamic world interactions that elevate player immersion.
The design revolves around three key pillars: High-Paced Combat, Dynamic Mechanics, and Environmental Storytelling. These pillars guided the development of the game’s core mechanics, which were carefully balanced to create a dynamic and smooth gameplay loop
Narrative Summery
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Players step into the role of a Samurai Prince, venturing into the heart of Mecon, a fallen industrial metropolis ruled by a rogue AI.
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Holding the last of the lost Katana and Shuriken technology, only you can take on this task and uncover the truth.
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Amid the decaying ruins and technological marvels, the player's journey becomes a testament of redemption for the human race.
Design Pillars

High Pace
Combat

Dynamic Mechanics

Environmental
Storytelling
Player Mechanics
The traversal mechanics are designed to empower players to move fluidly through the world, encouraging fast-paced navigation and meaningful environmental interaction. Every movement is crafted to feel responsive and intuitive, reinforcing a sense of freedom and momentum.
Complementing this, the combat system is dynamic, strategic, and satisfying—offering players multiple ways to engage with encounters. The design encourages creative combat approaches while maintaining a strong sense of control.
The player experience is centered on feeling empowered, agile, and in command, blending high-speed traversal with impactful combat to create a cohesive and exhilarating gameplay loop.
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Sprinting: Allowing the player to move faster with a fluid move set.
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Jump & Double Jump: Allowing for higher reach adding to the fluid movement, enhancing the high pace game play.
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Sword Combat: A fast-paced swordplay that allow for skill-based combat and tactical decision-making.
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Shuriken Throws: Precision-based ranged combat using shurikens, which can be employed to defeat enemies.

Sprint

Sword Combat

Jump & Double Jump

Shuriken Throw
Dynamic Gameplay
The core gameplay loop is carefully designed to maintain player engagement through a balance of challenge, reward, and progression. Players are encouraged to adapt and respond to each encounter with precision, seamlessly combining combat skills and traversal abilities to overcome obstacles.
By integrating movement and combat into the narrative experience, the game keeps players immersed and constantly engaged, rewarding strategic thinking, mastery of mechanics, and exploration.
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Katana opening: Locked doors with a power switch can be opened with the katana, giving the player a language of how to dynamical use the Sword mechanic
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Shuriken opening: Doors that are further away can be opened with shuriken, giving the player a multifaceted mechanic.

Katana Opening

Shuriken Opening
Environmental Storytelling
The world is designed to be rich with immersive environments that tell a story without relying on explicit exposition. Environmental storytelling is woven into every aspect of the game— from grand architecture to subtle signs of decay—allowing players to piece together the narrative organically through exploration and observation.
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Digital Journals: Scattered throughout the level, these interactive diaries contain written entries that expand on the game’s lore, offering insight into the world, its history, and its characters.
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Set Dressing Scenes: Carefully arranged environmental props and assets form narrative-driven scenes, allowing players to visually experience moments of the world’s past, further enriching the atmosphere and deepening the storytelling.

Digital Journals

Set Dressing Pieces
Level Design
The level design follows a carefully structured three-act progression, guiding the player through distinct environments while gradually building upon core mechanics. Each act introduces new challenges, escalates in difficulty, and reinforces key narrative beats to maintain a compelling gameplay rhythm.
The design seamlessly blends exploration, combat, and storytelling into a cohesive and engaging player experience. Each act is thoughtfully paced to balance player agency with emotional impact, ensuring players remain immersed, motivated, and invested throughout the journey.
Level Layout
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Level Beats & Wakthrough
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Pacing & Tension Chart
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Design Techniques
To craft an immersive and cohesive gameplay experience, I employed several design techniques that enhanced player engagement and emotional investment. These techniques ensured that each level beat and encounter flowed smoothly while maintaining player agency and narrative coherence.
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Spatial Composition: I intentionally varied the size and complexity of spaces within the game to manipulate player emotions. Open, expansive environments convey a sense of awe and freedom, while more confined spaces create tension and suspense.
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Funnel & Reveal: I used the design technique of “funneling” to guide players through tight spaces before revealing expansive vistas, creating a cinematic experience that enhances immersion.
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Leading Lines: Pathways, verticality, and other natural markers were carefully crafted to lead the player through levels without overt guidance, maintaining a sense of freedom while still guiding progression.
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Bait & Switch Subverting player expectations with surprises keeps them on edge and engaged with the world, while guiding them to the right direction.

Bait & Switch

Funnel & Reveal
Pre - Production & Development Approach
My approach to game production follows an iterative development process that mirrors real-world industry pipelines. From the beginning, I treated the project as a studio-assigned task, implementing structured workflows, setting clear milestones, and adhering to strict deadlines.
I established a weekly production schedule and consistently documented progress, ensuring transparency, accountability, and alignment across all development stages. This disciplined structure allowed for focused iteration and continuous improvement throughout the project lifecycle.
Planning & Development Schedule
Week 1: R&D for a game idea and fill it in a GDD and LDD.
Week 2: Prototype all the technical nececities using BPs.
Week 3: Making a Rough Blockout of the Level.
Week 4: Making a Refined Blockout of the Level..
Week 5: Iterate on the whole product and polish.

Production & Procces
My Level Design approach follows in a professional and structured manner. I ensure to have a well written GDD first, then a LDD that holds the content for my design.
I start with a rough blockout first for validation, always iterating and playtesting throughout development.
I later enter refined blockout with all my iterations and new assets to better communicate my vision.

Post - Mortem
Prioritizing Playtesting: If I had more time, I would have placed greater emphasis on consistent and early playtesting. During sessions, I identified mechanics and level flow elements that required adjustments—these changes slowed down development in later stages. By integrating more structured playtesting earlier in the pipeline, I could have streamlined iteration and allocated more time for polish and additional content, ultimately enhancing the player experience.
Adaptability in Development: The phrase "kill your darlings" became a valuable lesson during production. Some planned features—such as a parry system and certain scripted events—had to be cut due to time constraints and shifting priorities. Recognizing which elements were essential and which could be sacrificed helped keep the project on track and ensured we focused on delivering the most impactful gameplay moments.
Conclusion: Working on this project was an incredible and transformative experience that truly challenged me as a developer. From concept to final iteration, I committed to a structured game development pipeline, constantly refining the design through feedback and iteration. Watching the project evolve step by step was both rewarding and insightful.
Throughout development, I significantly strengthened my skills in game design, level design, and iterative production, learning to balance creativity with technical execution under real-world deadlines. This project reaffirmed my passion for game development and further sharpened my ability to adapt, collaborate, and deliver high-quality experiences.