Myro: Wrath of Nature

Myro: Wrath of Nature is a 3D platformer built as a solo dev experience during a one-month game development boot camp. With the course goal of creating a Japanese-themed Spyro clone, this project was a deep dive into holistic Game Design for me, where I was required to combine level design, system design, and UX-focused world-building. Within a tight production schedule, I created a vibrant multi-level experience centered on traversal and exploration, simulating the creative and technical demands of a real-world development sprint.

GAME DESIGNLEVEL DESIGN

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myro: wrath of nature

Myro: Wrath of Nature is a 3D platformer built as a solo dev experience during a one-month game development boot camp. With the course goal of creating a Japanese-themed Spyro clone, this project was a deep dive into holistic Game Design for me, where I was required to combine level design, system design, and UX-focused world-building. Within a tight production schedule, I created a vibrant multi-level experience centered on traversal and exploration, simulating the creative and technical demands of a real-world development sprint.

  • Engine: Unity

  • Role: Course Work

  • Team Size: Solo Development

designing for the player jounrey

I designed Myro around a central hub world that branches into two distinct themed zones, each unlocking the path to a final boss level. This structure encouraged natural player progression and provided a framework for experimenting with layered environmental design. Each level invited exploration through intuitive landmarks, gem placements, and navigational cues that made the use of Myro’s charge and flight abilities feel purposeful and rewarding. From encounter pacing to traversal flow, every element was designed to support an engaging player journey with meaningful rewards for curiosity and pathfinding.

gameplay & systems design

Moment-to-moment gameplay was my primary focus. I prioritized tight, satisfying controls and a gameplay loop rooted in traversal, collection, and challenge. I designed mini-games, puzzles, and enemy placements that rewarded experimentation and momentum, encouraging players to explore and engage. With limited time and resources, I relied on efficient workflows and premade assets to iterate quickly, allowing me to prototype, playtest, and polish mechanics that felt responsive and fun. This project also provided an opportunity to explore environmental storytelling and lightweight narrative systems, utilizing NPCs and visual cues to enhance player immersion without disrupting gameplay flow.

outcomes & reflections

Myro: Wrath of Nature was a turning point in my journey as a Game Designer. It challenged me to think holistically, connecting systems, gameplay, level design, and narrative into one cohesive experience. It sharpened my ability to scope creatively within time constraints, prioritize the player experience, and trust my design instincts. This project strengthened my foundations in Game Design and Systems Design and reinforced my passion for crafting engaging exploration-driven worlds.

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