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SkyCore

SkyCore is a sci-fi 3D platformer built around tight movement, responsive shooting, and a world that reacts to your actions. You explore floating islands filled with traversal challenges, collect Power Cores that reshape the environment, and unlock new paths as you go. Each island focuses on a different movement idea, keeping the gameplay fresh while building toward a fast, satisfying finale. It’s all about flow, clarity, and that feeling of discovering something just out of reach.

Level Design

SkyCore's levels are designed to be punchy, focused, and fun to move through. Each island leans into one core idea at a time, whether it’s timing, verticality, or environmental puzzles. The goal is to teach the player through movement, not text. I build around flow, clarity, and the feeling of momentum. You always know where to go, but there’s enough curiosity baked in to make you want to take the long way.

 

The level design is driven by my core pillars. Movement always comes first, so spaces are shaped to support tight jumps, quick turns, and fast recovery. I layer in interactivity through world elements like switches, moving platforms, and areas that unlock when you collect a Power Core. These changes aren’t just functional—they’re visual and satisfying, reinforcing a sense of progress.

 

Every island starts simple, builds up, and ends with a small payoff or transformation. The final island takes the skills you’ve built across the game and mixes them into a fast, cohesive finale. It’s not just about difficulty, but rhythm. I want each level to teach something, test it, and then reward you for mastering it.

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Systems Design

The systems in SkyCore are built around doing a few things really well. Movement, shooting, and world interaction all come from the same core setup. It’s clean, consistent, and supports the design pillars from the ground up. The gun isn’t just for combat—it’s for solving puzzles, unlocking paths, and syncing with the environment.

 

Each system is designed to reinforce the idea that the world responds to you. Shooting a switch, stepping on a plate, or collecting a Power Core always leads to a visible change. I’ve made sure every mechanic links back to a sense of cause and effect. Players learn by trying things and seeing how the world reacts, which keeps the pacing tight and avoids over-explaining.

 

Power Cores are central to progression. They’re placed at the end of short challenges or tucked away behind side paths, and collecting one always triggers something satisfying. Sometimes it’s a new route, sometimes it’s a visual change, or a platform that slides into place. These small shifts help guide the player without taking control away from them.

 

The systems are all modular and easy to iterate on, so I can test and build fast without losing polish. Everything is made to feel reactive and readable, while still leaving room for fun surprises.

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Game Design Document and Design Ideology to come! Stay tuned 

 

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SkyCore

Development: June 2025 - August 2025
Engine: Unreal Engine 5

Platform: PC

Genre: 3D Platformer

Solo Project

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