Golem
My Best Level Design Example
Golem is a 3D puzzle game where you play as a "Golem" A.K.A a Rock ball with an eye that can roll around through small entrances and up ramps in order to explore an old abandoned temple. You also have the ability to "Connect" to a headless Body which can be used to move large blocks and step on weighted pressure plate.
Since Golem was made over a 5-7 month period I had plenty of time to innovate my puzzle's design
GreyBox
Baby's firsts steps
The first GreyBox I made for my "Puzzle" was extremely convoluted and difficult to follow with some parts making no sense both gameplay and mechanics wise.
Alpha
Now we're getting somewhere
Shortly before alpha was due and I was working on my GreyBox I realised in both of our puzzle thus far were "body" focused and didn't really use the "Head" so I decide to redesign my puzzle from scratch. This time making the puzzle "head" focused by making "Tight-Rope" like sections having the player often dangle on thin platforms trying not to fall off. I also had this "Balancing puzzle" extend around half of the area's total radius and as well also slowly increasing the players elevation with each step.
Beta
Final Design
Beta was were I finalised my levels design. The design didn't change aside from adding the centre bridge that players must rise. As well as moving the entrance to this level to the centre of the wall along the X and Y axis meaning players have to descend and ascend to complete the level. The "Tight-Ropes" are still here and remain unchanged aside from the first one as I removed the "L" shape bridge from the alpha. I made the first balancing section a little easier as to not overwhelm players.
Gold
Like Beta but prettier
Gold is unchanged puzzle wise. The only difference being the updated/increased number of art assets and the "Tight rope" assets. Instead of being just a straight line its now made of layers of rocky platforms placed onto each other in a way that seems like its old and collapsed.