
SPOOKY STEPS
3D PUZZLE-PLATFORM
ABOUT
Spooky Steps is a 3D puzzle-platformer developed during an academy-assigned game jam. The theme of the jam was role reversal, so me and my team decided to flip the classic platformer idea: instead of moving the character, the player controls the environment around him.
The protagonist, Greg, is a little boy lost in a haunted house; the goal of each level is to guide him safely to the exit of each room by manipulating the platforms around him. Once the final level is beated, the game ends.
ROLE
-
Level Designer
-
Gameplay Designer
-
UI Designer
PROJECT BREAKDOWN
-
Made with Unity
-
Developed during a 7-day game jam
-
Created for Midcore players
-
Optimized for PC
DEVELOPMENT
Since this was a game jam, there was little to no time for pre-production. So, the first thing we did was to define the kind of game we wanted to make and its mechanics while being careful to respect all the contraints. Among these, we were required to choose at least a couple of diversifiers from a list provided by the academy, which helped shape our design direction.
We picked four diversifiers:
-
No spoken or written words in the game;
-
The protagonist is unable to move anywhere but forward, in every situation;
-
The game can only be played with one hand (using the keyboard);
-
Zero violence in the gameplay;โ
Once the initial ideas were approved by the whole team, we moved on to designing the gameplay.
The game features three main types of interactive platforms:

Type A platforms move horizontally

Type B platforms move vertically

Type C platforms rotate 90 degrees
โSome of the rotating platforms are more dangerous, as they have ghostly arms attached to them. So, the platforms not only serve as tools for solving puzzles but also introduce obstacles that add variety and complexity to the gameplay.
Once the mechanics were down, we focused on the level desing. Each level of the game fits into a single screen — the camera doesn’t move — and new ones unlock as the previous ones are completed. We also focused on keeping the gameplay fresh, introducing new mechanics gradually while making sure the pacing stayed balanced over time.
MY ROLE
Being a 7-day game jam, roles were pretty flexible; I helped design the core mechanics and figure out how the player could interact with the world in a simple but satisfying way.
As for level design, I created a set of modular assets that we reused and combined in different ways, making it easier to build unique levels quickly. I helped define our metrics early on — like Greg’s speed and “jump” height — and used them to plan the puzzles.
I started my level design process by sketching out some level ideas on paper — specific situations I had in mind for the gameplay. One of the first levels I designed introduced the “sofa” mechanic — a couch that launches Greg into the air when he steps on it, adding a new type of movement. It was exciting to figure out how to integrate this mechanic smoothly by building on what the player had already learned in previous levels. I designed the level to feel like a natural extension of what came before, adding a new layer without overwhelming the player.
Once I was happy with the paper sketch, I moved to Figma, where I created a digital and more precise layout of the level.


โI followed the same steps for the other levels I designed. In one of them — level 13 — I wanted to bring back the sofa mechanic but in a more challenging way. I designed a level with multiple paths, only one of which was correct.
The goal was to push the player to think quickly without making the level feel frustrating. I used different kinds of obstacles to keep the experience varied but manageable. Since we couldn’t adjust the character’s speed, all the pacing had to come from the level design itself — the metrics and the asset placement. I wanted to avoid long, boring corridors and instead create a space that required the player to stay always alert.
After sketching and blocking out the levels in Figma, I built them in the engine and entered a short but focused polish phase, where we refined the lighting, special effects, and sounds.
โ


WHAT I LEARNED
Being my first game jam, the biggest challenge we faced was time. We wanted to create a game that was fun to play but not too complex while still keeping the mechanics interesting. This really highlighted how much depth one core mechanic can offer and it solified the belief that a great game doesn’t have to be overly complex; in fact, some of the best experiences come from the simplest ideas.
โ
These are some valuable lessons I learned from this jam:
-
I found that sharing and comparing level ideas with teammates made the whole process more inspiring and motivating;
-
I learned how to create multiple levels from the initial sketches to implementation in the engine, completing the process within just one week;
-
I realized how much smoother development can be when everyone shares the same vision and communicates constantly;
-
I discovered that constraints like the diversifiers can actually boost creativity and push to think outside the box;โ
โโโโ
In conclusion, I had so much fun developing this short but engaging videogame that taught me the power of simplicity in game design. I’m excited to carry these lessons forward into future projects and continue growing as a designer.