Daniel Ibironke | Unreal Engine Games Designer
Intuitive Onboarding
Software Used: Unreal 5, Microsoft Word, Figma, Whimsical
Genre: Metroidvania Platformer
Referenced Games: Hollow Knight, Celeste, Ori and the Blind Forest
Itch.io Link

Overview
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Solo 3D Metroidvania platformer focused on improving player onboarding.
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Designed around gradually teaching mechanics through playable challenges rather than text-heavy tutorials.
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Inspired by Hollow Knight’s ability-gated exploration and Celeste’s bite-sized mechanic teaching.
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Focused on expanding the player’s moveset through interconnected mechanics.
Design Focus
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Created a movement-based onboarding experience built around ability progression.
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Used level structure to guide players naturally through new mechanics.
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Limited early route options to reduce confusion and backtracking.
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Took inspiration from Ori and the Blind Forest by temporarily locking players into an early section until key upgrades were collected.





Implementation
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Built a full player movement system using Unreal Blueprint.
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Implemented ability pickups, checkpoints, and player progression systems.
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Added interfaces for pickups and checkpoint interactions.
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Animated the player character using Mixamo assets.
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Created or adapted VFX for abilities, springs, spikes, enemies, ground slams, and key pickups.
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Used external assets for some materials, VFX, music, and sound effects.


Problems Solved
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Reduced floaty jumping by adjusting air control and gravity scale.
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Improved dash feel by using a Timeline for smoother acceleration.
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Fixed wall climb input reversing by replacing control rotation checks with actor rotation checks.
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Responded to playtester feedback around navigation and getting lost.
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Adjusted level flow to improve player guidance and reduce unnecessary backtracking.
Changes & Cut Features
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Removed camera zoom because playtesting did not show visibility as a major issue.
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Cut a conveyor belt mechanic because it did not meaningfully support wall climbing.
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Reduced the original mechanical city theme due to time limits.
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Scaled back environmental polish and set dressing to prioritise core gameplay.
Reflection
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The project strengthened my understanding of implicit tutorialisation and ability-gated level design.
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Playtesting helped identify where movement feel and player guidance needed improvement.
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Earlier scope control would have allowed more time for environmental polish.


