The tutorial level is designed to familiarize the players with the intricate momentum-based movement mechanics of the game. I achieved this by sectioning off the level to showcase the movement of our character. First, we start with jumping, then sliding, then air dash, then wall running, then we teach them how the momentum carries over, to finally letting them use what they learned to reach the end of the level.
Thematically the tutorial level serves as a symbolic representation of the resurrection of our protagonist. The environment is crafted to create an otherworldly, dream-like atmosphere, incorporating fragments from reality. Its purpose is to highlight the omnipotent force that has revived the protagonist and test their worthiness as it guides the player through this level, limiting their view of what's in front of them.
Responsible for Level Design, sequences, and some set dressing.
Playthrough of the tutorial level. Some areas are subject to change.