Afterlight

Engine: Unreal Engine 5
Genre: First-person platformer adventure
Role: Level Design Lead
Itch.io: https://nocoats.itch.io/afterlight
Overview
Afterlight is a first-person platforming adventure set in a mysterious underworld, where players journey alongside a ghostly companion to solve puzzles and escape. Originally created during a 3-day game jam, the project evolved into a month-long effort focused on "Funification", refining mechanics, levels, and pacing across five unique levels.
My Contribution
  • Led the level design team and designed tutorial level (Level 1) and the final level (Level 5), while also contributing to puzzle and layout refinement across the whole game.
  • Focused on crafting levels that progressively introduce mechanics and balanced challenges with clarity.
Features
A platforming experience
built for First Person
Stay with a
ghostly companion, Terry
to solve puzzles and survive
Explore 5 unique levels and escape the catacombs
Gameplay & Player Controls
We started with a simple idea for the core gameplay: the player character ended up in an afterlife catacomb where darkness hurts you and light heals you. Our goal for the core experience centers on the player completing various timed platforming challenges while interacting with a ghostly companion that players carry and throw to unlock gates and open paths.
Original concept sketch: 
"Darkness hurt you & light heals you"
Gameplay: Running from one safe-zone light
to another
Controls are also intentionally kept simple to keep the focus on platforming. Aside from standard movement ([WASD] to move, [Space] to jump), interactions with Terry are mapped to the Left Mouse Button, keeping the controls straightforward and intuitive.
Carry Terry companion's light also keeps player safe
Solve Puzzles Throw Terry to trigger path forward, risk danger in darkness
Player's Companion: Terry the Ghost
In Afterlight, players must rely not only on their platforming skills but also on their ghostly companion to overcome challenges. Terry helps the player by emitting a healing light, while the player helps him reach trigger plates to unlock paths and solve puzzles. This mutual dependence between the player and Terry embodies my design vision for the game’s core “companion” concept.
Terry the Ghost illustrations sketch
Terry the Ghost in-game model
Throw & Recall: the player can throw Terry along a set trajectory, and if he doesn’t hit a trigger plate, he will automatically return back to the player.
Carrying Terry
Throw & recall Terry
Voice Lines: To give Terry more personality, we added voice lines with in-game subtitles. He comments on the player’s throws, health, and surroundings with a slightly snarky tone, adding liveliness and keeping players engaged and accompanied throughout their journey.
Examples of Terry's voice lines & subtitles
Guidance: When arriving at a new puzzle, Terry will also give the player hints on how to solve the puzzle.
Examples of Terry's guidance & hints
Concept for each level
During "Funification", we want to give the player a more comprehensive experience by having more levels and gradual difficulty ramp, so we completely rethought how to design each level by giving them a concept design first before actual implementation:
Phase 1: Jumping & 
Basics of survival
Level 1 - Basic jumping & tutorials
Level 2 - Advanced jumping & moving platform introduction
Phase 2: Meet Terry &
 Solve puzzles together
Level 3 - Terry initial rescue and introduction
Level 4 - Terry tutorial and timed jumping challenge
Phase 3: the Final Trail
& Challenges
Level 5 - Terry taken away rescue and advanced timed jumping challenges
Achieved Level Design Results
Level 1 & 2: The Beginning & Survival
Player Flow Moments ⟶
Level 1 Basic Jumping & Survival tutorial
starting catacomb hallway
consecutive jumps
climbing up and finish
Player Flow Moments ⟶
Level 2 Advanced Jumping & Moving platform introduction
falling rock blocking way
see-saw jump
moving platforms
Level 3 & 4: The Cave
Player Flow Moments ⟶
Level 3 Terry initial rescue & introduction
entering giant cave
elevator encounter
diving down to meet Terry
Player Flow Moments ⟶
Level 4 Terry's tutorial & timed jumping challenges
first throw of Terry
consecutive jumps on pillars
save Terry or go to finish?
Level 5: The Final Escape
Player Flow Moments ⟶
Level 5 Terry taken away, rescue & advanced timed jumping challenges
lava stream nearby
Terry got captured!
jumping moving plates to rescue
lava lake reveal with giant skull
hardest consecutive jumps & see-saw
final landing and finish!