SkyRuin

OVERVIEW

Skyruin is a 3D third-person puzzle platformer made in Unreal Engine 5, created for the theme “What’s in the Box?”. Players explore floating islands as Cerina, a Sun and Moon Elf, using light-based puzzles, elemental abilities, and a cube companion to restore life to the world and save her father, who is trapped inside the final cube.

ROLE

Game Designer
Level Designer


Genre

3D Puzzle
Platformer

Team Size

5 People

Platform

PC

Duration

7 Weeks

YEAR

2026

About the project

For this project, I worked on the puzzle and level design for a fantasy puzzle-platformer built around the theme “What’s in the Box?”.

The game starts with a tutorial that teaches movement, light beams, rotating towers, and switching between Cerina and her cube companion. From there, each floating island introduces a new ability, such as air platforms, ice reflection, fire interaction, and temporary earth platforms.

My main focus was designing the puzzles for Tutorial, Air, Water, Fire, Earth, and Cube Island. I worked from early blockouts to final adjustments after the art pass, using puzzle dependency graphs to plan the flow and test how each mechanic connected.

Cube Island brings everything together around the final cube, where Cerina’s father is trapped. This made the theme part of both the story and the gameplay goal.

Play on itch.io

Pipeline & Development Log

Week 1–2: Concept, Planning & Direction

The first weeks were about finding the game direction and turning the theme into something playable. I helped shape the idea with the team and started organizing the design side of the project.

Key work:

  • FigJam brainstorming and voting

  • Early game flow planning

  • MVP / NTH planning

  • Meeting notes

  • Presentation preparation

  • Initial puzzle and island progression ideas

Week 3: Tutorial & First Blockouts

Once the core idea was clear, I moved into Unreal Engine and started testing how the first gameplay spaces should work. This helped me see if the tutorial and first island made sense before the art pass.

Key work:

  • Tutorial puzzle flow

  • Air Island first blockout

  • Early player path testing

  • Tower, gate, and puzzle object placement

  • Layout changes after feedback


Tutorial Blockout

The tutorial puzzle introduced movement, light beams, rotating towers, and switching between Cerina and the cube.


AirIslandBlock

Air Island was built around floating platforms, traversal, light beams, tower rotation, and cube switching. The main goal was to introduce the Air ability in a clear way while connecting it to both platforming and puzzle solving.


Week 4–5: Island Puzzle Design

This period was the main design stage for me, where I worked on the puzzles across all islands. I focused on making each island have its own mechanic while still connecting to the full game progression.

Key work:

  • Puzzle design for Tutorial, Air, Water, Fire, Earth, and Cube Island

  • Puzzle dependency graphs

  • Water Island vertical layout

  • Fire and Earth ability puzzle planning

  • Cube Island final puzzle structure

  • Blockout testing and puzzle iteration


WaterIsland

Water Island was designed as a vertical puzzle space inspired by the Hanging Gardens of Babylon. The main mechanic was freezing water into reflective ice, which redirected light beams through the hub, side puzzles, and final gate.


Fire Island

Fire Island focused on burnable objects and opening paths through environmental interaction. The main design goal was to make it clear what could be burned and how the fire mechanic connected to progression.


Earth Island

Earth Island was built around creating temporary platforms for traversal and puzzle solving. The main goal was to make the Earth ability useful while keeping the puzzle flow controlled.


CubeIsland

Cube Island was designed as the final puzzle area, bringing together the mechanics from earlier islands around the central cube. The goal was to make it feel like the final step of the journey, not just another separate puzzle.


All islands

The overall island layout was built in a circular shape so the player could see the final cube island from all parts of the world. This helped make the final island feel like a clear goal throughout the journey, instead of something that only appears at the end.

Week 6: Playtesting & Readability

After Alpha and Beta feedback, my focus shifted more toward clarity. I checked how players understood the puzzles and adjusted areas that were confusing or hard to read.

Key work:

  • Puzzle readability improvements

  • Player path adjustments

  • Gameplay checks after art pass

Week 7: Final Polish & Optimization

In the final stage, I focused on making the full game playable from start to finish while improving performance. Alongside puzzle checks and collision fixes, I looked into optimization because the world had several visible islands, many assets, foliage, materials, and effects running at the same time.

We tested level streaming, but for the final setup we mainly used cull distance because it worked better for our current build. I adjusted cull distance settings, checked far-island objects, reduced unnecessary collision, looked at shadows and small props, and helped tweak texture quality. These changes helped improve the FPS from around 50 to around 80.

Key work:

  • Final puzzle checks

  • Collision fixes

  • Layout polish

  • Level streaming test

  • Cull distance setup

  • Far-island optimization

  • Texture quality tweaks

  • Final performance and build testing


Project Trailer

In game Pictures

Smooth Scroll
This will hide itself!

SkyRuin

OVERVIEW

Skyruin is a 3D third-person puzzle platformer made in Unreal Engine 5, created for the theme “What’s in the Box?”. Players explore floating islands as Cerina, a Sun and Moon Elf, using light-based puzzles, elemental abilities, and a cube companion to restore life to the world and save her father, who is trapped inside the final cube.

ROLE

Game Designer
Level Designer


Genre

3D Puzzle
Platformer

Team Size

5 People

Platform

PC

Duration

7 Weeks

YEAR

2026

About the project

For this project, I worked on the puzzle and level design for a fantasy puzzle-platformer built around the theme “What’s in the Box?”.

The game starts with a tutorial that teaches movement, light beams, rotating towers, and switching between Cerina and her cube companion. From there, each floating island introduces a new ability, such as air platforms, ice reflection, fire interaction, and temporary earth platforms.

My main focus was designing the puzzles for Tutorial, Air, Water, Fire, Earth, and Cube Island. I worked from early blockouts to final adjustments after the art pass, using puzzle dependency graphs to plan the flow and test how each mechanic connected.

Cube Island brings everything together around the final cube, where Cerina’s father is trapped. This made the theme part of both the story and the gameplay goal.

Play on itch.io

Pipeline & Development Log

Week 1–2: Concept, Planning & Direction

The first weeks were about finding the game direction and turning the theme into something playable. I helped shape the idea with the team and started organizing the design side of the project.

Key work:

  • FigJam brainstorming and voting

  • Early game flow planning

  • MVP / NTH planning

  • Meeting notes

  • Presentation preparation

  • Initial puzzle and island progression ideas

Week 3: Tutorial & First Blockouts

Once the core idea was clear, I moved into Unreal Engine and started testing how the first gameplay spaces should work. This helped me see if the tutorial and first island made sense before the art pass.

Key work:

  • Tutorial puzzle flow

  • Air Island first blockout

  • Early player path testing

  • Tower, gate, and puzzle object placement

  • Layout changes after feedback


Tutorial Blockout

The tutorial puzzle introduced movement, light beams, rotating towers, and switching between Cerina and the cube.


AirIslandBlock

Air Island was built around floating platforms, traversal, light beams, tower rotation, and cube switching. The main goal was to introduce the Air ability in a clear way while connecting it to both platforming and puzzle solving.


Week 4–5: Island Puzzle Design

This period was the main design stage for me, where I worked on the puzzles across all islands. I focused on making each island have its own mechanic while still connecting to the full game progression.

Key work:

  • Puzzle design for Tutorial, Air, Water, Fire, Earth, and Cube Island

  • Puzzle dependency graphs

  • Water Island vertical layout

  • Fire and Earth ability puzzle planning

  • Cube Island final puzzle structure

  • Blockout testing and puzzle iteration


WaterIsland

Water Island was designed as a vertical puzzle space inspired by the Hanging Gardens of Babylon. The main mechanic was freezing water into reflective ice, which redirected light beams through the hub, side puzzles, and final gate.


Fire Island

Fire Island focused on burnable objects and opening paths through environmental interaction. The main design goal was to make it clear what could be burned and how the fire mechanic connected to progression.


Earth Island

Earth Island was built around creating temporary platforms for traversal and puzzle solving. The main goal was to make the Earth ability useful while keeping the puzzle flow controlled.


CubeIsland

Cube Island was designed as the final puzzle area, bringing together the mechanics from earlier islands around the central cube. The goal was to make it feel like the final step of the journey, not just another separate puzzle.


All islands

The overall island layout was built in a circular shape so the player could see the final cube island from all parts of the world. This helped make the final island feel like a clear goal throughout the journey, instead of something that only appears at the end.

Week 6: Playtesting & Readability

After Alpha and Beta feedback, my focus shifted more toward clarity. I checked how players understood the puzzles and adjusted areas that were confusing or hard to read.

Key work:

  • Puzzle readability improvements

  • Player path adjustments

  • Gameplay checks after art pass

Week 7: Final Polish & Optimization

In the final stage, I focused on making the full game playable from start to finish while improving performance. Alongside puzzle checks and collision fixes, I looked into optimization because the world had several visible islands, many assets, foliage, materials, and effects running at the same time.

We tested level streaming, but for the final setup we mainly used cull distance because it worked better for our current build. I adjusted cull distance settings, checked far-island objects, reduced unnecessary collision, looked at shadows and small props, and helped tweak texture quality. These changes helped improve the FPS from around 50 to around 80.

Key work:

  • Final puzzle checks

  • Collision fixes

  • Layout polish

  • Level streaming test

  • Cull distance setup

  • Far-island optimization

  • Texture quality tweaks

  • Final performance and build testing


Project Trailer

In game Pictures

Smooth Scroll
This will hide itself!

SkyRuin

OVERVIEW

Skyruin is a 3D third-person puzzle platformer made in Unreal Engine 5, created for the theme “What’s in the Box?”. Players explore floating islands as Cerina, a Sun and Moon Elf, using light-based puzzles, elemental abilities, and a cube companion to restore life to the world and save her father, who is trapped inside the final cube.

ROLE

Game Designer
Level Designer


Genre

3D Puzzle
Platformer

Team Size

5 People

Platform

PC

Duration

7 Weeks

YEAR

2026

About the project

For this project, I worked on the puzzle and level design for a fantasy puzzle-platformer built around the theme “What’s in the Box?”.

The game starts with a tutorial that teaches movement, light beams, rotating towers, and switching between Cerina and her cube companion. From there, each floating island introduces a new ability, such as air platforms, ice reflection, fire interaction, and temporary earth platforms.

My main focus was designing the puzzles for Tutorial, Air, Water, Fire, Earth, and Cube Island. I worked from early blockouts to final adjustments after the art pass, using puzzle dependency graphs to plan the flow and test how each mechanic connected.

Cube Island brings everything together around the final cube, where Cerina’s father is trapped. This made the theme part of both the story and the gameplay goal.

Play on itch.io

Pipeline & Development Log

Week 1–2: Concept, Planning & Direction

The first weeks were about finding the game direction and turning the theme into something playable. I helped shape the idea with the team and started organizing the design side of the project.

Key work:

  • FigJam brainstorming and voting

  • Early game flow planning

  • MVP / NTH planning

  • Meeting notes

  • Presentation preparation

  • Initial puzzle and island progression ideas

Week 3: Tutorial & First Blockouts

Once the core idea was clear, I moved into Unreal Engine and started testing how the first gameplay spaces should work. This helped me see if the tutorial and first island made sense before the art pass.

Key work:

  • Tutorial puzzle flow

  • Air Island first blockout

  • Early player path testing

  • Tower, gate, and puzzle object placement

  • Layout changes after feedback


Tutorial Blockout

The tutorial puzzle introduced movement, light beams, rotating towers, and switching between Cerina and the cube.


AirIslandBlock

Air Island was built around floating platforms, traversal, light beams, tower rotation, and cube switching. The main goal was to introduce the Air ability in a clear way while connecting it to both platforming and puzzle solving.


Week 4–5: Island Puzzle Design

This period was the main design stage for me, where I worked on the puzzles across all islands. I focused on making each island have its own mechanic while still connecting to the full game progression.

Key work:

  • Puzzle design for Tutorial, Air, Water, Fire, Earth, and Cube Island

  • Puzzle dependency graphs

  • Water Island vertical layout

  • Fire and Earth ability puzzle planning

  • Cube Island final puzzle structure

  • Blockout testing and puzzle iteration


WaterIsland

Water Island was designed as a vertical puzzle space inspired by the Hanging Gardens of Babylon. The main mechanic was freezing water into reflective ice, which redirected light beams through the hub, side puzzles, and final gate.


Fire Island

Fire Island focused on burnable objects and opening paths through environmental interaction. The main design goal was to make it clear what could be burned and how the fire mechanic connected to progression.


Earth Island

Earth Island was built around creating temporary platforms for traversal and puzzle solving. The main goal was to make the Earth ability useful while keeping the puzzle flow controlled.


CubeIsland

Cube Island was designed as the final puzzle area, bringing together the mechanics from earlier islands around the central cube. The goal was to make it feel like the final step of the journey, not just another separate puzzle.


All islands

The overall island layout was built in a circular shape so the player could see the final cube island from all parts of the world. This helped make the final island feel like a clear goal throughout the journey, instead of something that only appears at the end.

Week 6: Playtesting & Readability

After Alpha and Beta feedback, my focus shifted more toward clarity. I checked how players understood the puzzles and adjusted areas that were confusing or hard to read.

Key work:

  • Puzzle readability improvements

  • Player path adjustments

  • Gameplay checks after art pass

Week 7: Final Polish & Optimization

In the final stage, I focused on making the full game playable from start to finish while improving performance. Alongside puzzle checks and collision fixes, I looked into optimization because the world had several visible islands, many assets, foliage, materials, and effects running at the same time.

We tested level streaming, but for the final setup we mainly used cull distance because it worked better for our current build. I adjusted cull distance settings, checked far-island objects, reduced unnecessary collision, looked at shadows and small props, and helped tweak texture quality. These changes helped improve the FPS from around 50 to around 80.

Key work:

  • Final puzzle checks

  • Collision fixes

  • Layout polish

  • Level streaming test

  • Cull distance setup

  • Far-island optimization

  • Texture quality tweaks

  • Final performance and build testing


Project Trailer

In game Pictures

Smooth Scroll
This will hide itself!

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