Myro: Wrath of Nature

Myro: Wrath of Nature is the result of a month-long course at Indie Game Academy, where I developed a Spyro clone set in Japan. Aside from guided lessons on game development and code architecture, I was responsible for the gameplay loops, level design, and player experience. With the course’s open-ended structure, I chose to set a high standard and deliver a fun, polished experience.

GAME DESIGNLEVEL DESIGN

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myro: wrath of nature

Myro: Wrath of Nature is the result of a month-long course at Indie Game Academy, where I developed a Spyro clone set in Japan. Aside from guided lessons on game development and code architecture, I was responsible for the gameplay loops, level design, and player experience. With the course’s open-ended structure, I chose to set a high standard and deliver a fun, polished experience.

  • Engine: Unity

  • Role: Course Work

  • Team Size: Solo Development

designing for the player jounrey

First, by establishing a ‘golden path’ through each zone, I was able to create multiple points of interest to support player engagement. Placing gems and chests just out of reach to promote self-directed challenges is one way I designed for curiosity. For each zone, my level design draws inspiration from the Spyro games and features a hub world that unlocks as players advance, making progression clear and attainable. Implementing these points of interest throughout the game’s zones rewards players for finding their own fun.

Fun with Gameplay Loops

With the knowledge that narrative and quests would not be the game's focal points, exploration and core gameplay came into sharp focus. Every design decision I made on Myro came back to one question: Is this fun to play? Rather than guiding players through a predetermined, scripted experience, I designed spaces and tools that let players create their own fun. I provided a sandbox with interesting toys to push player curiosity.

outcomes & reflections

Working on Myro, owning every level and gameplay moment, every design decision, revealed my strong natural UX instincts. The Head of the course deliberately engaged with and called attention to my design decisions, which validated those instincts. Completing Myro showed me that, creatively, technically, or otherwise, I can do this.

more work