ZHOR✳LEVEL / GAME DESIGN

ZHOR / LEVEL DESIGNER & GAME DESIGNER // SALÉ, MOROCCO

Look a little closer.

I like levels with secrets, clues, and questions that make players look twice. Move through this small portfolio level to discover my work—or choose a destination above.

7 DESTINATIONSNO TIMER. TAKE YOUR TIME.
SELECT A PROJECTLost in Sala Colonia ↗Carriage Seven ↗The Float Never Stops ↗Mathpunk Chronicles ↗Dina l’Mdina ↗
THE PORTFOLIO / OVERVIEW
YOUR POSITIONTHE ENTRY
DISCOVERED0 / 7
WASD / ARROWS TO MOVE · E TO INTERACT

LEVEL ARCHIVE / SELECT A DESTINATION

What did you find?

Choose a station here at any time. The playable route is optional.

01 / STUDENT TEAM PROJECT

UNITY · 3D EXPLORATION · STUDENT TEAM GAME

Lost in Sala Colonia

A YouTuber enters the historic Sala Colonia site to film a vlog. The camera reveals hidden clues and supernatural things that cannot be seen normally.

MY ROLE

Level layout, object and clue placement, puzzle design, and testing. Programmers handled the code.

TEAM / DURATION

Eight people · about two months

Reconstructed progression sketch. This shows the design logic, not the exact in-game geometry.
Reconstructed progression sketch. This shows the design logic, not the exact in-game geometry.

I built the level around a question: how can a player feel lost in a mystery without becoming confused about what to do? The camera reveals information that ordinary sight misses, so I used clues, object placement, and access to new spaces to guide discovery across the route.

Level design approach

The opening introduces the camera’s second way of seeing. Later spaces ask players to notice and connect information found in different places. Puzzles advance the route and reveal more of the story; ghost encounters change the pressure of exploration. My aim was to make each discovery feel earned while keeping the next step understandable.

Testing and outcome

I tested the level and supported production near the final milestone. People outside the team played it at public events, including events to which we were invited by the ministry. The response was positive, though I do not have measured results or a documented before-and-after iteration to claim.

Play the Windows build on itch.io