Skylar & Plux: Adventure on clover island


3D Platformer

PC, PlayStation 4, Xbox One

Level Designer

Tools Used
Unreal Engine 4

Production Time
3 weeks


Go on an action-packed adventure, collect gadgets that help you explore a beautiful paradise and save it from destruction! Skylar & Plux: Adventure on Clover Island is a passionate homage to the 3D Platformer games of previous gaming generations.

The goal was to create a bonus level for the game, independent of the game's main campaign mode. The level had to:

  • Have a clear starting and finish point
  • Offer multiple pathways to completion
  • Feature 3-5 minutes of gameplay

The designer could assume that the player is familiar with all of the game's mechanics, as the level would be available only after completing the campaign mode.


  • Design a level that utilises existing mechanics in new ways
  • Being consistent with the artistic and narrative vision of the game
  • Test blockout and player navigation early and often

dominant features

A gorgeous canyon has been scarred by an environmental disaster. The level is built on the game’s strength to explore high vantage points with breathtaking views, while continuing the theme of industrialization. The level environment is designed to underline the environmental contrast, going from lush green areas, to areas filled with oil, fire and smoke.

The player's goal is to enjoy the beautiful view at the end of the canyon. The level can be finished in a variety of ways, by traversing through the critical path quicker and by taking hidden shortcuts.


Level Map




The first area consists of easy platforming in a safe space. It introduces the concept of pick-up gems as navigation, and practises the player’s timing with platforms that move on a limited trajectory. After some joyful platforming, the small group of enemies forces the player to stop and consider their next jump.


After swinging to the closest cave, the environment gets more varied. Warm lighting, bouncy mushrooms and breakable crates offer variety in the platforming and build on height, by driving the player to move upwards.


The player stands at the top of the hill with a clearer view of the final goal and a dramatic view of the polluted lagoon, creating an emotional response. Pick-up gems and structures extending from the lower tiers of the level encourage the player downwards to continue.


Introduction of the final door puzzle. The player presses a red button connected to the door at the end of the canyon. The player finds their way in the lagoon with the help of yellow cables that connect the door with the buttons.


A small action segment, right before the player reaches the final door increases the pace before the finale.


The final door opens and the player, having escaped a distressing environment, enjoys a serene marine view with beautiful nature surrounding them.