Level design · Solo project

Bridge of
Eternal Winter

Learn the combat. Earn your power. Dominate the battlefield.

Role / Team
Level Designer · Solo
Duration
6 weeks
Engine / Platform
Unreal Engine 4 · PC
Foundation
Dynamic Combat System Kit

The premise

An action RPG level that teaches combat.

A solo action RPG level about learning combat and earning stronger equipment.

Bridge of Eternal Winter: snowy bridge, temple architecture, and a large stone statue

Gameplay video

See the experience in action.

Original Bridge of Eternal Winter gameplay capture. The case study below describes the mechanics and design decisions shown in the capture.

01 / Level Pacing

Learn. Practice. Dominate.

01 / LEARN

Tutorial

A safe space to learn the controls and practice before combat.

  • Attack & defense
  • Stamina
  • Potions
  • Target lock
02 / IMPROVE & PRACTICE

Bridge

Focused encounters connect combat practice with a two-part puzzle.

  • 1v1 combat
  • Pickups
  • Powerblock puzzle
  • Boss fight
  • Upgrade
03 / DOMINATE

Iced lake

Stronger equipment lets the player take on elites and larger groups.

  • Exploration
  • Powerful gear
  • Elite enemies
  • Enemy crowds
  • Unlock exit

Pacing / Intended player interest

Build interest through peaks and breathing room.

Interest curve across Tutorial, Bridge, and Iced Lake: safe practice, combat and puzzle peaks, a return pause, stronger encounters and a final crowd payoff.

Learn / Establish confidence

The setting invites curiosity. Safe practice lowers pressure and prepares the player for the first combat challenge.

Practice / Alternate challenge and discovery

The mini boss and archer puzzle create different peaks. Returning to the temple gives a pause before restoring the core.

Dominate / Pay off the progression

The missing bridge renews curiosity. Boss and armor rewards build toward a crowd encounter that showcases the player’s power, then the exit resolves the journey.

Design interpretation using Jesse Schell’s interest-curve lens · The Art of Game Design

02 / Tutorial

A safe place to learn.

Controls on the wall and a low-pressure training dummy prepare new players for the challenges ahead.

Practice before pressure

The tutorial introduces the key controls and lets players practice freely against a dummy that deals little damage.

AttackLMB
BlockRMB
InteractE
Lock targetTab
DodgeShift
Use potionF

Selected controls redrawn from the original project’s keybinding reference.

03 / Bridge

A visible goal. Two missing pieces.

The temple’s power core anchors a sequence of combat and puzzle challenges.

The bridge leads toward the temple and its power core.
The bridge leads toward the temple and its power core.
Bridge arrivalOther routes lockedTemple gateNeeds 2 PowerblocksMini bossCollect block 1Archer puzzleCollect block 2Restore the coreUnlock the next area

Redrawn progression schematic from the original walkthrough; this shows encounter order and dependencies, rather than an exact floor plan.

Read the available routes — gameplay reference 1
01

Read the available routes

At the bridge entrance, the player sees three possible directions. The right-hand route and the path down are not yet accessible, leaving the bridge as the way forward.

Identify the destination — gameplay reference 1
02

Identify the destination

Crossing the bridge brings the temple and its power core into view. The visible core gives the player a destination to investigate before they can continue.

03

Understand the gate

Inside the temple, the core is enclosed in a cage. Two Powerblocks are needed to release it; the revised room adds a path and a written clue to communicate that requirement.

Collect both Powerblocks — gameplay reference 1
04

Defeat the mini boss

The mini-boss encounter rewards the player with the first Powerblock.

Collect both Powerblocks — gameplay reference 2
05

Solve the archer puzzle

The archer puzzle provides the second Powerblock. Both blocks are required to open the temple’s cage.

Restore the power — gameplay reference 1
06

Restore the power

With both blocks in place, the cage opens. The player pushes the power core back into position to restore power and progress into the next part of the level.

07

Move into the next challenge

The bridge section combines combat practice, pickups, a puzzle, and an upgrade. With new equipment acquired, the player continues toward the lower area and its larger encounters.

04 / Iced lake

Put the new power to work.

A changed route sends the player below the bridge, where stronger equipment makes larger encounters manageable.

The frozen lake opens a new space beneath the bridge.
The frozen lake opens a new space beneath the bridge.
Discover the changed route — gameplay reference 1
01

Discover the changed route

After restoring power, the player turns around and finds the bridge gone. The former route is no longer available, directing the journey down toward the frozen lake.

Drop into the lake — gameplay reference 1
02

Drop into the lake

The player drops to the lower area and fights more enemies. This transition opens the lake as a new combat space below the bridge.

Earn a stronger weapon — gameplay reference 1
03

Earn a stronger weapon

A boss encounter rewards the player with powerful gear. The following minions give the player an opportunity to use the new equipment and experience the change in combat power.

Upgrade the armor — gameplay reference 1
04

Upgrade the armor

An elite enemy provides a further challenge and rewards the player with a piece of stronger armor. Both equipment rewards support the intended rise in player power.

Overcome the crowd — gameplay reference 1
05

Overcome the crowd

A large wave of minions puts the new gear to work. The original walkthrough describes this encounter as easier with the powerful equipment now in hand.

Return and exit — gameplay reference 1
06

Return through the unlocked door

Enter the door that was previously locked and follow the route back to the bridge.

Return and exit — gameplay reference 2
07

Reach the teleporter

The teleporter marks the end of the route and completes the level.

05 / Playtest & iterations

Make the path readable.

Tested with about five Dark Souls fans through feedback and observed playthroughs.

The revisions address early difficulty, puzzle guidance, pickup visibility, controls, and lighting.

01 / Reduce the first difficulty spike

Before

Before Two enemies overwhelmed new players before they understood the combat.

After

After Removed one enemy and weakened the remaining enemy, preserving a manageable challenge.

02 / Give players room to practice

Before

Before The level began without a tutorial, making the first combat encounter difficult.

After

After Added a tutorial section with visible controls and a low-damage training dummy.

03 / Explain the puzzle dependency

Before

Before Two dark openings gave players little information about what they needed to find.

After

After Added a guiding path and a message explaining that two Powerblocks were required.

04 / Put the first pickup in the player’s path

Before

Before A pickup positioned at the side was missed by most testers.

After

After Moved the pickup into the middle of the route so players could notice it more easily.

05 / Rebalance exterior lighting

Before

Before Bright reflections made some areas uncomfortable and difficult to read.

After

After Reworked the lighting to darken shadows and reduce overly bright highlights.

06 / Light the temple

Before

Before The temple interior was too dark for players to see their target clearly.

After

After Added lights to make the room and its objectives visible.

07 / Clarify the controls

Before

Before The keybinding interface was cluttered. Players spent too long searching for individual actions.

After

After Highlighted the important controls on the right and grouped less important controls by action type on the left.

The changes above are documented in the original portfolio. The archived page does not report a separate follow-up playtest or measured improvement.

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