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

A photograph of a minimalist studio desk with a single lamp casting a focused light on a tablet showing game design blueprints. Midnight black and steel blue color scheme.
A photograph of a minimalist studio desk with a single lamp casting a focused light on a tablet showing game design blueprints. Midnight black and steel blue color scheme.
A top-down photograph of a level design blockout in a digital workspace, showing modular assets and flow lines. The lighting is crisp and even, highlighting the analytical nature of the work. Midnight black and slate blue-gray tones.
A top-down photograph of a level design blockout in a digital workspace, showing modular assets and flow lines. The lighting is crisp and even, highlighting the analytical nature of the work. Midnight black and slate blue-gray tones.
A photograph showing the contrast between a rough geometric blockout and a finished game level side-by-side. Analytical and intellectual presentation. Midnight black and silver gray.
A photograph showing the contrast between a rough geometric blockout and a finished game level side-by-side. Analytical and intellectual presentation. Midnight black and silver gray.

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

A photograph of a minimalist studio desk with a single lamp casting a focused light on a tablet showing game design blueprints. Midnight black and steel blue color scheme.
A photograph of a minimalist studio desk with a single lamp casting a focused light on a tablet showing game design blueprints. Midnight black and steel blue color scheme.
A top-down photograph of a level design blockout in a digital workspace, showing modular assets and flow lines. The lighting is crisp and even, highlighting the analytical nature of the work. Midnight black and slate blue-gray tones.
A top-down photograph of a level design blockout in a digital workspace, showing modular assets and flow lines. The lighting is crisp and even, highlighting the analytical nature of the work. Midnight black and slate blue-gray tones.
A photograph showing the contrast between a rough geometric blockout and a finished game level side-by-side. Analytical and intellectual presentation. Midnight black and silver gray.
A photograph showing the contrast between a rough geometric blockout and a finished game level side-by-side. Analytical and intellectual presentation. Midnight black and silver gray.

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.

A photograph of a sophisticated logic board with blue glowing components, representing system design. Midnight black and slate blue-gray palette. North American context.
A photograph of a sophisticated logic board with blue glowing components, representing system design. Midnight black and slate blue-gray palette. North American context.
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.

A cinematic shot of a computer screen showing a complex node-based visual scripting system. Tones of steel blue and midnight black. Analytical and technical focus.
A cinematic shot of a computer screen showing a complex node-based visual scripting system. Tones of steel blue and midnight black. Analytical and technical focus.
A photograph of a modern abstract sculpture that resembles a 3D level map, lit with dramatic steel blue lighting. Authoritative and sophisticated mood.
A photograph of a modern abstract sculpture that resembles a 3D level map, lit with dramatic steel blue lighting. Authoritative and sophisticated mood.
A photograph of a modern server rack with steel blue status lights in a dark room. Represents the technical rigor of game development. North American / International data center.
A photograph of a modern server rack with steel blue status lights in a dark room. Represents the technical rigor of game development. North American / International data center.

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.

A cinematic shot of a computer screen showing a complex node-based visual scripting system. Tones of steel blue and midnight black. Analytical and technical focus.
A cinematic shot of a computer screen showing a complex node-based visual scripting system. Tones of steel blue and midnight black. Analytical and technical focus.
A photograph of a modern abstract sculpture that resembles a 3D level map, lit with dramatic steel blue lighting. Authoritative and sophisticated mood.
A photograph of a modern abstract sculpture that resembles a 3D level map, lit with dramatic steel blue lighting. Authoritative and sophisticated mood.
A photograph of a modern server rack with steel blue status lights in a dark room. Represents the technical rigor of game development. North American / International data center.
A photograph of a modern server rack with steel blue status lights in a dark room. Represents the technical rigor of game development. North American / International data center.

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.

A cinematic shot of a computer screen showing a complex node-based visual scripting system. Tones of steel blue and midnight black. Analytical and technical focus.
A cinematic shot of a computer screen showing a complex node-based visual scripting system. Tones of steel blue and midnight black. Analytical and technical focus.
A photograph of a modern abstract sculpture that resembles a 3D level map, lit with dramatic steel blue lighting. Authoritative and sophisticated mood.
A photograph of a modern abstract sculpture that resembles a 3D level map, lit with dramatic steel blue lighting. Authoritative and sophisticated mood.
A photograph of a modern server rack with steel blue status lights in a dark room. Represents the technical rigor of game development. North American / International data center.
A photograph of a modern server rack with steel blue status lights in a dark room. Represents the technical rigor of game development. North American / International data center.

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.

A cinematic shot of a computer screen showing a complex node-based visual scripting system. Tones of steel blue and midnight black. Analytical and technical focus.
A cinematic shot of a computer screen showing a complex node-based visual scripting system. Tones of steel blue and midnight black. Analytical and technical focus.
A photograph of a modern abstract sculpture that resembles a 3D level map, lit with dramatic steel blue lighting. Authoritative and sophisticated mood.
A photograph of a modern abstract sculpture that resembles a 3D level map, lit with dramatic steel blue lighting. Authoritative and sophisticated mood.
A photograph of a modern server rack with steel blue status lights in a dark room. Represents the technical rigor of game development. North American / International data center.
A photograph of a modern server rack with steel blue status lights in a dark room. Represents the technical rigor of game development. North American / International data center.
A photograph of an architectural sketch on a dark background, highlighted by a single beam of cold light. Analytical and intellectual mood. Midnight black and slate blue-gray.
A photograph of an architectural sketch on a dark background, highlighted by a single beam of cold light. Analytical and intellectual mood. Midnight black and slate blue-gray.

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