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GAME DESIGN / UNITY

Throne of the Crown

A stylized stealth-action platformer level in Unity set in a medieval Indian-inspired world. I led environment creation and cinematic polish—building the scene, animating key moments, and shaping how gameplay reads through lighting, composition, and feedback.

Gameplay

Full playable build available on itch.io

Key Visual

Throne of the Crown cover

Stylized medieval Indian-inspired setting with strong silhouettes, readable staging, and mood-driven lighting.

Project overview

Throne of the Crown is a stealth-action platformer experience built in Unity where the player navigates guarded spaces, reads enemy territory, and progresses through environmental interaction. The work emphasizes a clear “game read”—strong silhouettes, readable staging, and purposeful set dressing that guides player decisions without heavy UI.

My focus was to make the level feel like a lived-in kingdom space: believable architectural rhythm, intentional routes for stealth, and visual beats that support pacing (tension → release → reveal).

Problem / objective

The challenge was to ship a polished playable level under a tight academic timeline while balancing three pillars:

  • Environment clarity: players should instantly understand traversal + stealth options
  • Animation + feedback: movement and interactions need to feel intentional and smooth
  • Atmosphere: lighting and composition must support the theme and tone of a medieval court

The goal wasn’t just “make it work”—it was to make it feel cohesive: art direction, animation, and level design all reinforcing the same experience.

My role

  • Lead 3D Modeller: environment assets, scene dressing, and visual cohesion
  • Animator: action readability, animation timing, and interaction beats
  • Game Environment Designer: layout, traversal routing, stealth readability, and pacing
  • Cutscene / Scene transitions: created the Level 1 → Level 2 transition sequence (6-frame cutscene)
  • Lighting + composition to improve player guidance and mood
  • Iterated on polish to reduce confusion and strengthen “game feel”

Tools

  • Unity
  • Maya
  • Blender
  • C# (implementation support + integration)
  • Photoshop (textures, mockups, presentation)
  • Audacity (audio cleanup + basic sound workflow)
Process

Concept → blockout

I started by defining the stealth fantasy: a guarded kingdom space where players read patrol routes and pick their moment. I mapped the player’s “readability needs” first—where threats come from, where safety exists, and where the level should create tension vs. relief.

From there, I blocked out traversal lanes, sightlines, and decision zones where the player chooses between speed, safety, or reward. The blockout was iterated until the stealth loop felt consistent: approach → observe → commit → escape → re-plan.

Once the blockout read well, I transitioned into modular environment building—keeping scale consistent and using architecture to frame objectives and guide the camera naturally without relying on heavy UI cues.

Art pass → lighting → polish

After the world structure was set, I pushed atmosphere and clarity through set dressing and lighting. I treated lighting as gameplay support: framing interactables, controlling contrast, and reducing noise in combat/stealth areas so the player’s attention stays on the important read.

Finally, I refined animation beats and interaction moments so that every action reads cleanly—especially in stealth contexts where small mistakes feel punishing. The goal was consistent feedback: what happened, why it happened, and what the player can do next.

Lighting study

Village set (Maya → Unity lighting workflow)

For one of the story beats, I built a village/city-style environment set and used lighting to establish a readable mood and scene hierarchy. The goal was to create a believable lived-in space while keeping the player path and points of interest visually obvious at a glance.

Using my Maya workflow, I focused on strong silhouettes, layered depth (foreground/mid/background), and deliberate value separation—then translated that intent into Unity lighting so the scene supports pacing, navigation, and cinematic framing.

  • Readability: brightest values around objectives and interaction zones
  • Atmosphere: controlled contrast to avoid “flat” scenes
  • Composition: light used to frame entrances, rooftops, and traversal routes

Scene Still : Modelled for Arjun's Hometown

Modeled and Lit in Autodesk Maya

Village lighting scene still
Gameplay clips

Micro-moments (2–3s)

Four short clips highlighting key beats: stealth readability, traversal, interaction feedback, and a pacing reveal moment.

Enemy POV
2D View
Level 2 Cutscene
2D View

Cutscene transition

Level 1 → Level 2 (6-frame sequence)

I designed and produced a short cutscene that acts as a scene transition between Level 1 and Level 2. It bridges pacing, reinforces story momentum, and resets the player’s emotional tone before the next space.

Cutscene frame 1Cutscene frame 2Cutscene frame 3Cutscene frame 4Cutscene frame 5Cutscene frame 6

Files location: /public/projects/throne-of-crown/cutscene/ (lvl2scn1.jpg → lvl2scn6.jpg)

Challenges & solutions

Keeping stealth readable

Challenge: In stealth levels, players need instant clarity: enemy presence, hiding opportunities, and safe routes—without cluttering the screen.

Solution: Used composition and environmental hierarchy: stronger silhouettes for cover, controlled sightline breaks, and lighting that pulls attention toward objectives and interactables.

Making interactions feel polished

Challenge: Interactions can feel “gamey” in a bad way if animation transitions jitter or actions lack feedback.

Solution: Tightened animation timing and ensured every interaction has a clear start, payoff, and return to control—so the player feels in sync with the character.

Outcome

Outcome & impact

The final build delivers a cohesive stealth-action level with a strong sense of place and clear gameplay readability. The environment supports decision-making, interactions feel deliberate, and the overall experience communicates tone through stylized architecture and lighting.

What I learned

  • Environment design is UX: clarity and pacing come from space, not UI
  • Animation polish improves player confidence and perceived responsiveness
  • Lighting can be used as navigation and priority management
  • Shipping fast still requires strong constraints and a clear visual hierarchy

Reflection

This project sharpened my ability to lead environment creation end-to-end—blocking out routes, modelling assets, staging scenes, lighting scenes, and polishing animation beats. It reinforced that the best “game feel” comes from a tight loop between level readability, visual hierarchy, and interaction clarity.

GDD highlights

Vision

  • Genre: 2.5D Action Platformer
  • Engine: Unity
  • Art style: Stylized, medieval Indian-inspired
  • Platform: PC (future console expansion)
  • Audience: Platformer, action, and narrative-driven players

Story & setting

In a medieval Indian-inspired kingdom, Arjun (a warrior) and Meera (the rightful heir) navigate palace conspiracies, betrayals, and mythological forces—fighting to reclaim justice before the throne falls into the wrong hands.

  • Political intrigue • Betrayal & honor • Power & destiny • Mythic elements

Gameplay mechanics

  • Platforming: jump, wall-run, rope swing
  • Combat: melee swordplay (light/heavy attacks)
  • Stealth: avoid guards, use shadows to hide
  • Puzzles: levers, pressure plates, artifacts
  • Upgrades: double jump, parry, magic strikes
  • Dual character: switch between Arjun and Meera for certain challenges

Level spaces

  • Royal chambers (stealth-focused)
  • Underground catacombs (puzzle-heavy)
  • Palace courtyards (open movement + battles)
  • Sacred temples (mythology + magic)
  • Battlefields (large-scale fights)

Visual & audio direction

  • Indian architecture inspiration and vibrant color palettes
  • Armor, jewelry, and fabric textures reflecting historical influences
  • Score: sitar/tabla/flute fused with orchestral composition
  • SFX: sword clashes, ambient palace soundscape

Technical targets

  • Unity URP for optimized performance
  • 60 FPS target
  • Rigidbody-based movement (where applicable)
  • AI: guard patrol behaviors + boss patterns