unity · 3d metroidvania · dlc

Maseylia

Echoes of the Past — Additional content

Gameplay Programmer · Level Designer · Game Designer · QA Tester

A DLC for Maseylia: Echoes of the Past, a true-3D Metroidvania with a Mœbius-inspired sci-fi art direction, where the player unlocks new abilities that reopen the level design: every power changes how you traverse the world.

I designed the DLC's overall prototype and gave it its direction — from the gameplay programming of the new systems to the level design.

Unity C# 3D Metroidvania Level Design
01

The concept

Maseylia: Echoes of the Past is a true-3D Metroidvania built in Unity, with a Mœbius-inspired sci-fi art direction where nature and ancient technology merge into surreal landscapes. This DLC extends the game with a fresh arc of levels, designed around a steady ramp-up of the player's toolkit.

The through-line is classic to the genre but demanding to balance: each new ability (grapple, teleport, dash, double jump…) becomes the central mechanic of a segment, then combines with earlier ones to open increasingly technical traversals.

02

My role

Gameplay Programmer · Level Designer · Game Designer · QA Tester

Overall prototype & direction

I designed the DLC's overall prototype and gave it its direction. On the programming side, I developed new mechanics — the orbs, platforms, traps and tools detailed below — that didn't exist in the base game; the mechanics already present (the character's movement and abilities) I reused as-is. I then structured the six-segment learning curve — which ability to introduce and when — so the unlocked power and the obstacles answer each other.

  • New systems I programmed: the orbs, platforms, traps and tools detailed below
  • Reused mechanics: the movement and abilities already in the game, leveraged across my levels
  • Level design: ability gating, difficulty ramp and power recombination
03

Programming: the systems

As Gameplay Programmer, I developed in Unity these new systems — orbs, platforms, traps and tools — added on top of the existing mechanics to bring the DLC's progression to life.

Orb

Swing Orb

A swing anchor: the player latches on, builds momentum and gets launched.

Placed up high, the orb acts as an anchor point: once attached, the player swings around it, and the moment they let go decides the direction and strength of the launch. It lets the player clear gaps too wide for a jump, and the release timing becomes a skill in its own right, to be chained with the other abilities to keep momentum going.

Platform

Flip platform

Flips when the player jumps, forcing you to anticipate the input and the landing.

A platforming object that reacts to the player's jump: by flipping, it forces them to keep their remaining jumps in reserve to correct their trajectory. A single input now requires anticipating the landing, opening up new possibilities and adding depth to the jumping sequences. Note: the final animation and visuals for the platform are not implemented yet.

Ability

Paraglider

A controlled glide that stretches and steers the fall trajectory.

A gliding ability that, once airborne, reduces fall speed and lets the player steer their horizontal trajectory to clear larger gaps and fine-tune their landing point. It turns a simple jump into a genuine aerial traversal phase, meant to be combined with the other abilities.

Traversal

Rails

A rail system that guides the player along a defined path.

Once latched on, the player automatically follows a path laid out in advance by the level designer, at a controlled speed, and can detach at any time to chain into a jump or another ability. The rail is used both to cross areas that can't be traversed on foot and to frame more spectacular moments or set the pacing of a segment.

Orb

Slow-Mo Orb

Slows down time on activation to thread the most nerve-racking passages.

On activation, the orb slows down the game's time flow for a short duration while the player's controls stay responsive, giving them a window to read and adjust their movement through the most demanding passages. The resource is limited, which encourages picking the right moment rather than overusing it.

Tool

Teleport to save point

Opens a window to pick a save point and teleport straight to it.

Rather than a simple respawn at the last checkpoint, the tool opens an interface listing the save points already unlocked; the player selects one and teleports to it instantly. They can freely return to an area, restart a specific segment or avoid long back-and-forth trips. It is also a strong iteration booster during playtests, letting you jump straight to the slice of level you want to test.

Other mechanics

More straightforward systems, reused across the segments.

Platform

Rotating platform

A continuously rotating platform, an unstable footing to cross on rhythm.

Trap

Timed traps

Timed on/off cycles: reading the rhythm and nailing the timing.

System

Rollback with orbs

Returns the player to a previous state/position tied to the orbs: a controlled reset.

Platform

Conveyor belt

Applies a constant velocity to whoever stands on it, in a given direction.

Traversal

Dash-breakable wall

Only shatters under a dash impact: a hidden gate gated by the ability.

Trap

Laser circle traps

Laser beams rotating around a center, with tight windows to slip through.

04

Level design: the progression

The DLC is split into six segments. Each one unlocks a new core ability that becomes the heart of its teaching, then introduces its dedicated obstacles and traps before recombining everything.

Download the LD Blender file
SEG 01

The fundamentals

Kit: Jump · Roll
Jump Roll

Mechanics introduced

Trampolines Spike platform on jump Falling platforms

Screenshots

Maseylia — Segment 1, capture 1
Opening path through the canyon
Maseylia — Segment 1, capture 2
Climbing the first blocks
Maseylia — Segment 1, capture 3
Spiked pillars on the way
Maseylia — Segment 1, capture 4
Looking down on the climb
SEG 02

The grapple

Unlocks: Grapple
Jump Roll Grapple

Mechanics introduced

Grapple points Jumps between grapple orbs Moving platforms (up) Moving platforms (forward) Timed traps Spike walls

Screenshots

Maseylia — Segment 2, capture 1
First grapple points over the void
Maseylia — Segment 2, capture 2
Grapple orbs between the pillars
Maseylia — Segment 2, capture 3
Spike walls
Maseylia — Segment 2, capture 4
Run of spiked pillars
Maseylia — Segment 2, capture 5
Vertical climb along the grapple orbs
SEG 03

The teleport

Unlocks: Teleporter Orbs
Jump Roll Grapple Teleporter Orbs

Mechanics introduced

Wooden crates Teleport between orbs Fall control after teleport Ice ground Slow down on ice

Screenshots

Maseylia — Segment 3, capture 1
Teleporter orbs past the hanging platforms
Maseylia — Segment 3, capture 2
Chaining teleports across the gap
Maseylia — Segment 3, capture 3
Overview of the teleport section
Maseylia — Segment 3, capture 4
Controlling the fall between platforms
Maseylia — Segment 3, capture 5
Landing ledge at the end of the section
SEG 04

The dash

Unlocks: Dash
Jump Roll Grapple Teleporter Orbs Dash

A mastery segment

Combining every ability learned so far

Screenshots

Maseylia — Segment 4, capture 1
Mixed route: orbs and pillars
Maseylia — Segment 4, capture 2
Pillar run toward the long platform
Maseylia — Segment 4, capture 3
Pillars below the long bridge
Maseylia — Segment 4, capture 4
Lone teleporter orb over the void
Maseylia — Segment 4, capture 5
Looking down on the descent
SEG 05

The double jump

Unlocks: Double Jump
Jump Roll Grapple Teleporter Orbs Dash Double Jump

Mechanics introduced

Double path Race against timed traps Water Bubble orbs

Screenshots

Maseylia — Segment 5, capture 1
Line of floating funnel platforms
Maseylia — Segment 5, capture 2
Spiked pillars over the abyss
Maseylia — Segment 5, capture 3
Ring traps around the towers
Maseylia — Segment 5, capture 4
Two routes through the pillars
Maseylia — Segment 5, capture 5
Field of ring traps
Maseylia — Segment 5, capture 6
Funnel platform and floating blocks
SEG 06

The sand dash

Unlocks: Sand Dash
Jump Roll Grapple Teleporter Orbs Dash Double Jump Sand Dash

Mechanics introduced — the climax

Laser circle enemy Fall management & reaction Jump-count management Spike-jump interaction Flip platform on jump Moving walls Slow-mo orb

Screenshots

Maseylia — Segment 6, capture 1
Winding trail of floating blocks
Maseylia — Segment 6, capture 2
Moving wall between the orbs
Maseylia — Segment 6, capture 3
Free fall: managing the descent
Maseylia — Segment 6, capture 4
Chain of orbs across the open sky
Maseylia — Segment 6, capture 5
Chaining different orbs mid-air
Maseylia — Segment 6, capture 6
Tilted pillars on the final stretch

Want to see more?

The DLC isn't out yet, but the base game is available on Steam.

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