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Echoes Of Elysium

Single Player / Online Multiplayer, Survival Crafting, Indie

Game Designer, Loric Games

(March 2024 - February 2026)

This page showcases level design and world building work created for Echoes of Elysium, focusing on exploration, narrative gameplay, and player progression.

 

The work highlights a dungeon experience and open-world traversal, demonstrating my approach to building gameplay spaces, guiding player movement, and integrating narrative objectives directly in-engine.

Echoes of Elysium launched on January 27, 2026 and is available on Steam.

Dungeon Gameplay – Narrative & Level Design (Unity)

Designed and implemented a dungeon experience focused on exploration, environmental storytelling, and player-driven discovery.

  • Built level layout guiding player progression through spatial design and pacing

  • Placed environmental storytelling elements (dead enemies, narrative clues) to imply events and context

  • Designed loot placement to reward exploration and reinforce player progression

  • Integrated narrative notes and hints to guide players without relying on explicit direction

  • Iterated on layout and gameplay flow to improve clarity and player engagement

World Exploration System – PCG & Level Design (Unity)

  • Designed and implemented a procedural world system generating island clusters of varying scale, gameplay, and challenge.

  • Built a PCG system spawning islands with different sizes, layouts, and enemy compositions

  • Designed gameplay variation across islands to support exploration and player progression

  • Implemented data-driven systems using JSON to control world generation, enemy placement, and tuning

  • Balanced island difficulty and content to create varied player experiences

  • Iterated on world layout and traversal to improve navigation and sense of scale

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©2024 by Andrea Carhuavilca.

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