The Design of Skyward Dream
Solo-developed first-person narrative parkour game built in 9 months.

Skyward Dream: A Design Deep Dive
Origin: A Jam, A Constraint, A Game
It started with a challenge I set for myself.
I entered 7DFPS 2023, a game jam on itch.io dedicated to first-person games built in seven days. Reading the brief carefully, I noticed something: the rules defined eligibility by perspective, not by genre. Any first-person game was valid. That small gap opened a large question: what happens if you make an FPS without the shooting?
I decided to find out.
Instead of defaulting to combat, I turned my attention to the mechanics that FPS games typically treat as secondary, the traversal layer. Movement. Momentum. The relationship between a player's body and a three-dimensional space. What if that was the whole game?
The concept crystalized quickly: a first-person 3D platformer, closer in spirit to a parkour game than a shooter. But I wanted more than a sequence of movement challenges. I wanted narrative. I wanted the world to mean something. So I pushed the concept further: a first-person narrative adventure parkour game set inside the subconscious mind.
That premise became both the game's identity and its most demanding design problem. Designing environments that feel like the inside of a mind requires a precise balance of the ordinary and the surreal. Too mundane and the dream logic disappears. Too abstract and the player loses their anchor. Finding and holding that line became the central aesthetic challenge of the entire project.
The game jam prototype became the foundation. Nine months later, it became Skyward Dream.





The first trailer showing the early vertical slice of the game
Mood Board and early level flow sketch I did at the beginning of the game jam.
The Sleep Cycle Architecture
The game's progression is mapped directly to human sleep cycles, with Sleep Paralysis sequences acting as narrative punctuation marks between the high-speed dream layers.


The Rush
Falling asleep. Introduction to basic movement.
Unlocks: Jump, Sprint, Crouch, and Wall Run
Distant Past
Navigating early memories.
Unlocks: Dash




Self-Doubt
Facing internal friction.
Unlocks: Leap of Faith


Overthinking
Mental clutter.
Unlocks: Focus
4






Fear of Transformation
Embracing the unknown.
Unlocks: Visualization
Hidden Potential
Climax of complexity.
Unlocks: Dream Catcher
The Return
Closing the loop, waking up.
3
2
1
5
6
7
Between each Deep Sleep level, the player enters a Sleep Paralysis stage: a moment of stillness where the Sleep Paralysis Demon delivers a monologue and the player sees the completed book with memories of collected pages above their head.


The Sleep Paralysis
Moment of stillness delivering narrative.
Level Design: The Rush
Level Breakdowns
A systematic look at how levels in Skyward Dream were built from the ground up, focusing on spatial puzzles andEvery level in Skyward Dream was designed to challenge the player's spatial reasoning. I began each level with a 'Goal-Oriented Design' document, outlining exactly what the player should feel and learn. The design process utilized modular construction to allow for rapid iteration during playtesting. By keeping the geometry clean in the early phases, I could focus entirely on the 'critical path' and player sightlines. The visuals.
Opal came to me with a clear ask: their skincare line was gentle, effective, and ingredient-focused, but their visual identity felt generic and overlooked. I redesigned everything from the ground up, starting with a new logotype that felt softer and more considered. The photography direction emphasized natural light and minimal styling—no aggressive shadows or clinical backdrops. I designed a label system that worked across multiple






All design work by Tihomir Tilev, from initial concept to implementation in engine
Level Design: Self-Doubt
Level Breakdowns
A systematic look at how levels in Skyward Dream were built from the ground up, focusing on spatial puzzles andEvery level in Skyward Dream was designed to challenge the player's spatial reasoning. I began each level with a 'Goal-Oriented Design' document, outlining exactly what the player should feel and learn. The design process utilized modular construction to allow for rapid iteration during playtesting. By keeping the geometry clean in the early phases, I could focus entirely on the 'critical path' and player sightlines. The visuals.
Opal came to me with a clear ask: their skincare line was gentle, effective, and ingredient-focused, but their visual identity felt generic and overlooked. I redesigned everything from the ground up, starting with a new logotype that felt softer and more considered. The photography direction emphasized natural light and minimal styling—no aggressive shadows or clinical backdrops. I designed a label system that worked across multiple






All design work by Tihomir Tilev, from initial concept to implementation in engine
Design Pillars




Play First
Movement as the only language
By removing combat entirely, every design decision had to justify itself through traversal alone, producing a tighter, more intentional game than any feature list could.
Form Follows Function
Every mechanic earns its place
Each of the eight traversal mechanics exists to serve a specific purpose - gameplay, emotional, or thematic. Nothing was added for variety. Everything was added for a reason.




起承転結 Ki-Shō-Ten-Ketsu
Structure at every scale
A four-act East Asian narrative framework applied to the full game arc, governing how mechanics are introduced, developed, twisted, and resolved.
Layered Skill Expression
One level, multiple readings
Every level is completable by a novice and expressive for an expert, not through separate difficulty modes, but through geometry that rewards different levels of spatial awareness and mechanical fluency.
Play First
Principles of Flow
Pacing • Guidance • Narrative
Effective level design is about managing the player's cognitive load while delivering an engaging mechanical challenge through the environment.
In my work, I prioritize 'Environmental Storytelling'—the art of using the world's layout to convey history and purpose. This is achieved through careful asset placement and lighting cues that act as silent guides. I follow a strict hierarchy of visual importance, ensuring that landmarks are always visible from key decision points. By analyzing player heatmaps during the development of Skyward Dream, I refined the distance between rest areas and challenge zones, creating a rhythmic 'push and pull' that keeps players in a state of flow. Every design decision is rooted in psychological principles of navigation and reward, ensuring that the physical space of the game remains the most powerful storytelling tool in the developer's arsenal.






Form Follows Function
Principles of Flow
Pacing • Guidance • Narrative
Effective level design is about managing the player's cognitive load while delivering an engaging mechanical challenge through the environment.
In my work, I prioritize 'Environmental Storytelling'—the art of using the world's layout to convey history and purpose. This is achieved through careful asset placement and lighting cues that act as silent guides. I follow a strict hierarchy of visual importance, ensuring that landmarks are always visible from key decision points. By analyzing player heatmaps during the development of Skyward Dream, I refined the distance between rest areas and challenge zones, creating a rhythmic 'push and pull' that keeps players in a state of flow. Every design decision is rooted in psychological principles of navigation and reward, ensuring that the physical space of the game remains the most powerful storytelling tool in the developer's arsenal.






Ki-Shō-Ten-Ketsu
Principles of Flow
Pacing • Guidance • Narrative
Effective level design is about managing the player's cognitive load while delivering an engaging mechanical challenge through the environment.
In my work, I prioritize 'Environmental Storytelling'—the art of using the world's layout to convey history and purpose. This is achieved through careful asset placement and lighting cues that act as silent guides. I follow a strict hierarchy of visual importance, ensuring that landmarks are always visible from key decision points. By analyzing player heatmaps during the development of Skyward Dream, I refined the distance between rest areas and challenge zones, creating a rhythmic 'push and pull' that keeps players in a state of flow. Every design decision is rooted in psychological principles of navigation and reward, ensuring that the physical space of the game remains the most powerful storytelling tool in the developer's arsenal.






Layered Skill Expression
Principles of Flow
Pacing • Guidance • Narrative
Effective level design is about managing the player's cognitive load while delivering an engaging mechanical challenge through the environment.
In my work, I prioritize 'Environmental Storytelling'—the art of using the world's layout to convey history and purpose. This is achieved through careful asset placement and lighting cues that act as silent guides. I follow a strict hierarchy of visual importance, ensuring that landmarks are always visible from key decision points. By analyzing player heatmaps during the development of Skyward Dream, I refined the distance between rest areas and challenge zones, creating a rhythmic 'push and pull' that keeps players in a state of flow. Every design decision is rooted in psychological principles of navigation and reward, ensuring that the physical space of the game remains the most powerful storytelling tool in the developer's arsenal.








METHOD
A systematic approach to world building
My process is defined by clarity and intellectual rigor, moving from abstract theory to polished gameplay.
PHASE 1
Theory & Goals
Identifying core gameplay loops and player experience goals before drafting the first spatial layout or narrative beat.
PHASE 2
Spatial Prototype
Creating white-box prototypes to validate flow, jump distances, and line-of-sight before asset production.
PHASE 3
The Technical Build
Translating blockouts into high-fidelity environments using Unreal Engine's advanced lighting and material
PHASE 4
Lighting & Pacing
Utilizing environmental lighting and shadow to guide the player's eye and control the emotional pacing of each scene.
PHASE 5
Release & Analysis
Iterative refinement based on player telemetry and Steam reviews to optimize long-term engagement.
1000+
Steam Wishlists
76%
Steam Positive Reviews
Sep '24
Released on Steam
