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Elikson Rodriguez

Game Designer | Level Designer


Projects I've worked on

Charon's Corner

Game Designer - Level Designer
October 2025 - April 2026


Game Overview
For the 2025-2026 academic year, the mock-AAA student-run studio, Studio Aspen, presents: Charon's Corner.
Charon's Corner is a Narrative 3D Platformer where Greek Mythology's ferryman of the underworld has given up his boat for a bowling alley, where he now bowls the skulls of the damned down dynamic bowling lanes that reconnect these souls with their memories before death. You play as a flawed skull who must face their past across these memory lanes and convince Charon you're worthy of another chance

Work Summary:


Position: Game Designer, Level Designer-Worked with smaller teams for faster rotation of work and feedback.-Concepted player mechanics and level elements, as well as, pitched them to the team with detailed write outs.-Collaborated with Narrative team ensuring levels reflected the narrative and took into account intended mood of the level's story, translating it into spaces and flow.-Provided guidance to fellow designers for avoiding and solving GitHub merge conflicts, as well as, helping with issues blocking work in engine.-Used knowledge of Unity C# programming to ease workload on programmers and quickly create designer friendly scripts for testing level mechanics.

Chapter 2 Level 3

(Playful, Betrayal, Loneliness)

Final Level

(Dark, Fast, Victory Lap)

Charon's Corner

Chapter 2 - Level 3

Adoption and Betrayal

For this level, I wanted to design a level that stood out and felt interesting to traverse. I wanted to break away from using splines as the normal path and have players actually feel as though they are going through memories. I took some narrative elements literally, and had certain areas physically and mechanically represent their respective plots in the narrative. For the beginning of the level that told the story of the child being taken in I used childrens toys to reflect that and created playful environments by using the aspect of these toys. I grayboxed many layouts trying to find which elements would be fit most and be least fun. With the shapes toys, I tried a puzzle area, where the player would come to winding paths and select the right order of shapes to get by.I quickly created prefabs of toys and other level elements from basic primitive shapes and materials within Unity to accurately express my vision of the level and provide a more solid picture.

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Charon's Corner

Final Level

Car Accident and Escape

The final level has the player experience the final memory of the last core character, reenacting the tragic accident of their hurt friend. I wanted to keep up the momentum with the previous level and deliver the feeling of living the memory. The character's friend experienced a car accident so I imagined the space being highways and car traffic with players dodging traffic and speeding through lanes would be a good start.The level is also the leaving of Charon's Corner where the player would rush to the end of a collapsing cave with the help of the friends, loved ones, and Charon himself. To highlight the rush to the end, this area is kept simple with falling objects and little need to pause and think, encouraging players to hold forward. I reused and repurposed certain assets to deliver a clearer picture of my vision of the level layout and atmosphere.Due to time constraints, there was little time for planning mechanics and sending them to our team's programmer for implementation, so I created C# scripts for new mechanics as well as made copies of certain older mechanic scripts to create different mechanics with new rules and behaviors. These scripts were designer friendly, easy to read, labeled, and with settings easy to edit inside of Unity's Inspector. This allowed me to deliver my level to the team on time for showcasing and final edits.

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Die Less

Designer | Programmer
Team of 8
January 2025 - May 2025


    Die Less is a First Person Horror Survival game where you are the sole maintenance worker of a deep sea facility and must complete tasks to restore facility operations before the building's oxygen levels deplete or you fall victim to the hostile creature that wanders the underwater facility.Game Studio Course
    This was a semester long project for the purpose of collaboratively developing a game in a small team. It simulated professional collaboration between different departments, encouraging meetings and scrums, check-ins and task management, and more. It brought the experience of setting tasks for each department and tracking them, along with setting our own predictions for how long each task will take to have us build the skill for more accurate predictions.

Contributions:


Position: Game Designer, Lead Programmer- Worked with small team of students to deliver a game of the selected genre within the span of one semester.- Sketched and revised level layouts, proposing ideas for different rooms and tasks to be done in them.- Built grayboxes based on sketches approved by the team which allowed for early testing of Enemy AI behavior.- Ensured mechanics and features were kept within the bounds of the narrative and were mostly diegetic.- Recorded and evaluated gameplay notes of player feedback from playtests and implemented appropriate fixes and adjustments.

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Final Product

Project Review

Design Decisions
I contributed to planning and deciding the feel and atmosphere of the game along with discussing aspects of horror to lean on for development. I helped with coming up with the gameplay loop of having the player complete tasks throughout the map, and encounter monsters. We originally wanted multiple monsters to exist throughout the rooms and hallways with each one having their own set of rules of engagement so the player will have to learn how to avoid them. After spending more time on the project, we realized that it may be asking for too much. I suggested we play it safe and so we pivoted to focusing on one monster and if time allowed, more can be added. I liked the idea of having multiple monsters throughout the level but here I learned to let go and make cuts where we can in order to stay within scope. The game then centered around this monster being the main threat.
Player Objectives
Another one of my jobs was creating objectives for the player to do during gameplay. The player would need to complete tasks related to repairing a facility and restoring its functions. I concepted jobs and functions normally found within facilities to come up with some objectives.
I worked closely with the programming team to delegate tasks we came up with as well as to get their input on how long it would take them to complete to more accurately define the scope of the project.The one thing that was always in my mind when concepting, was that the objectives would be boring or not interactive enough. After having playtests on a version of the game that only had one type of task, I realized that the task itself doesn't need to necessarily be entertaining or the main part of the experience, it can, but it's the type of situations they would force the player into and the feeling of something is about to happen while trying to focus doing the objective that would bring not only fun but also horror. I concepted more tasks with this in mind, coming up with interactions that would be easy to implement and/or could force the player into these horror experiences. They would have to go into dangers zones, stay still for some time, limit their sight, and actively look around.Level Design
After deciding on the setting of the game, my job was to create the layout of the level. I sketched the first prototype of the facility with the philosophy that the rooms looped back into another part of the facility or had at least two exits, preventing dead ends and ensuring the player always had some other place to escape to. After the sketch, I shared to my team in a meeting for second opinions. The overall design was positive but was told that the map was a little too big for the scope of our project and should scope down. I took their comments and revised the level focusing on reducing the number of rooms, keeping it simple, and still keeping that same philosophy preventing dead ends.
I presented my revisions with ideas with the types of rooms that would be in the facility, and they liked it.
I then created the gray box for the level inside of Unity.
I wanted each room to have their layout or kind of aesthetic, something that would make them look the part and feel unique from each room. However, artists had their hands full focusing on creating assets and textures. Using basic shapes within Unity, I created props that would be found within the setting. These props were meant to serve as placeholders for actual assets and double as reference for artists when they would get the time to creating assets for the rooms.Play Tests
When presenting our game at an event on campus, my job was to take notes and get feedback. During the play tests the game broke, systems did not work as intended, features were missing, there were exploits and more. It was frustrating, but this is what play tests are for. Getting opinions on what can be improved and ideas for what can change or be added is what I was looking forward too. I wrote down all the feedback and was closely examining the comments for repeating feedback and reasons some experiences were unpleasant. While not all feedback should be followed, I carefully paid attention to the ones I did end up implementing.

Game Designer - Level Designer
Team of 20
September 2025 - Present

Overview
Beckon is a Third Person Puzzle Platformer game where you play as a sea creature with the ability to control light. You end up within the insides of a massive whale and now use your abilities to explore, unlock paths and help other creatures all in a to escape. This was my Senior Project where the entire class came together for two semesters to create a project of our choosing.

Contributions:


Position: Level Designer- Worked with programmers to quickly test mechanics and features and implement them into levels.- Created sketches of level layouts and quickly built grayboxes which allowed the team to get a better vision of scope, gameplay, and test mechanics.- Created levels with scale of player in mind while also keeping interactions and area within the walls of the narrative.- Recorded and reviewed notes from playtests, fixing pain points and adjusting areas.

Pirate Storage

Lighthouse

Designing Mechanics
I took part in deciding light-based mechanics by writing down concepts and bringing in references, organizing into a presentation and sending it to the team.
I conceptualized interactions that would take player mechanics and have the player use them in unique ways for vastly different purposes, turning them into puzzles and adventures.Level Design ProcessStomach Level
When some mechanics were finally decided I got to work on creating a space that had placeholders filled with events and interactions. This was an introductory level to teach the player their ability: shooting a beam of light to burn certain objects. And from the talks with the narrative team, the space was inside the body of a whale with bodily functions potentially coming into play. One of the things that instantly came to mind was an area with stomach acid that had limited footing, tendons for limited time platforms or holding things together, and gas "geysers" for getting airborne and verticality. So, I sketched a layout on paper based on this and would have multiple layers. I made the beginning area open so the player could wander and explore. Then the second layer would be more restricted and smaller to reduce overall space and be more linear than the layer before. A ramp leads to the second layer, but one end of the ramp will be held by some rope or tendons, and the player would need to burn it to lower.
I then created a gray box in Unity and set up placeholder interactions like the ramp one and another where the player would need to burn multiple tendons to unblock doorways and then that would be the end of the level.When thinking about how the level end would look like, I learned that the team never discussed how were levels going to be structured? Level selection? Chapters? Seamless? Open World? This is where I began to realize there was more to level design than just creating spaces. Asking questions about flow, intent, needs, and other things was important. I then got more information about how to structure levels: big levels where the player starts in massive middle room with some puzzles and interactions and will have doorways into smaller rooms that introduce new mechanics and new sets of interactions.I showed the finished prototype to the team, and it received positive feedback, so I continued working on it alongside the programming team to implement mechanics for more interactions. The size of the level grew as the team got more ambitious with interactions, like, freeing and guiding NPCs to certain areas, new platforming areas, missing platforms that needed to drop down from higher layers in the level, and more.We got to the end of the sprint, and we showed the team what we had. We got feedback that the level was too complex for an introductory level, too big, and too open that lead to players wandering and getting lost. The level did not do its job and would confuse the player instead was a little too passionate for what it was supposed to be and something simpler and more linear to get the job done. Something more straightforward would have been better to ease the player into learning the game and mechanics and then we can add from there. An area too big would not guide the player without any way to guide the player to where they needed to go. Something more confined would have done a better job at keeping puzzles within a reasonable range preventing the player from needing to seek it out and becoming confused.Seeing the way my level worked, we decided to change directions and push for more linear levels that lead from one scene to the next, and having levels belonging to chapters that will determine the setting the levels take place in. My level ended up getting scrapped and had to begin working on a new introductory level that would focus on teaching the player two mechanics: using lenses to burn ropes, and their short range light dash ability.It was sad to let go of my level after all the time I spent working and iterating on it but it had its flaws and did not work with the new direction we are taking so it would be inefficient to spend time and resources altering the level. However, the feedback was helpful for what I failed to account for when making the space and piled too much into it so I used what I learned for this new level that would be taking place in a wrecked pirate ship.This new level would be a series of small rooms that would provide 1-2 puzzles that require the player to use the specific mechanic without much effort and then move on to the next level. And since I now had an idea of where the level was going to be set in, I was able to gain a better visual for the level with rooms that made sense and belonged within a pirate ship.Instead of sketching it out on paper, I got straight to gray boxing and prototyping in Unity. And now that I was more comfortable with Unity's ProBuilder, I was able to create a layout much faster. The level would start with a dark room and the player falling into a hole that was covered by loose floor boards. They fall into the brig below and into one of the prison cages. This is where they learn about their light dash mechanic, letting them dash through certain objects. They navigate to the door and enter the next room where they learn to use and aim the lenses reflecting light from the player's body and burning objects. The ropes burn and the platforms fall and they can cross the platforms to leave the level. Now the player knows two mechanics and can be tested with more challenging puzzles in later levels.This was a valuable experience in my level design career for taking in feedback and iterating with new ideas. This was also a great experience for adapting when the scope and direction of the project changes and needing to make a whole level from scratch. I cannot wait for when we start up again so I can use what I've learned to create more levels as well as learn more about level design.What I learned
Level Design is about asking questions. What does this level want to accomplish? What does it want the player to feel? And then translating into physical space through either high-quality assets or basic shapes is the job of Level Designers. Taking into account how the player will be moving, what they see, where will they be looking, what mechanics are being used here, and how will it all connect together.

Pirate Storage Level

I was tasked with creating a simple beginning level that would introduce the player to the light beam mechanic while being simple and engaging. For this I designed the level so that player would need to go over and under objects, go around fallen items and feel like they are making their own path. I grayboxed many versions and reiterated with many playtests to try and capture this feeling and make a simple room into an adventurous journey.

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Elikson Rodriguez


Hello! I'm Elikson Rodriguez, a Game Designer with the desire to create fun and immersive experiences. Developing games has been a dream of mine ever since I was a kid and I am proud to be making them now.I've worked with many different teams varying in size and skills to bring many games to life. It excites to be working with teams of people because of the many different experiences and stories they have and being able to exchange thoughts. I also like to start up solo projects to learn new skills and try new things. I do game design, technical design and specialize in level design. I like to conceptualize mechanics, implement them, and create levels for them to shine.I love bringing meaningful and immersive experiences to players through thorough, clever, and thoughtful design. I'm always looking to thrill players and leave a lasting impression. I am constantly eager to pick up new skills, learn new moves and improve my craft. I'm always down for making connections and meeting new people.Also, some of my favorite games are Call of Duty, Stardew Valley, Minecraft, Grounded, Palworld, Far Cry 5, and Ark: Survival Evolved.

Contact


Contact me through my Email, Discord, or LinkedInMain Contact - [email protected]Discord - @witting61LinkedIn - @EliksonRodriguez