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Endless Studios: Gameshow

Language Learning, Puzzle, Platformer

Level | Gameplay

Project Details

Team Size - 3

Duration - 2 weeks

Playtime - 5 - 10minutes

Platform - PC

Released On - Endstar (Unrelease)

Tools - Endstar, Trello, Google Drawings, Google Document

Roles - Level Designer, Puzzle Designer

Summary

Using the Endstar Engine developed by Endless Studios, our team was tasked with creating a language learning puzzle-platformer level focused on teaching colors and shapes in a foreign language. The level followed a structured learning progression: Introduction, Practice, Twist, and Mastery, encouraging players to build and apply their knowledge through gameplay. 

Gameshow

Level Details - Techniques Used
  • PBreadcrumbing

    • guiding the player using rewards like coins and lighting​

  • Object Intentionality

    • Using shapes and colors that stay consistent with the puzzles and learning the language.​

  • Paced Learning

    • Increasing the challenge over time​

    • Introduction -> Practice -> Twist -> Mastery

Puzzle Planning
  • ​The level was structured using the framework of Introduction, Practice, Twist, and Mastery. This helped us control the difficulty curve and introduce new mechanics gradually.

  • To support color-based mechanics, my teammate created a movable emissive cube that could change color. These cubes could be combined to form shapes and became a core gameplay element.

  • We used these color and shape combinations as a way to teach vocabulary in a foreign language. Puzzles were designed to connect visual elements with specific words, making learning feel natural and interactive.

Bubble Chart & Top Down Map
Moodboards
Level Planning
  • Balancing gameplay flow with spatial constraints was a key consideration during planning. Due to engine limitations on the X and Z axes, we were restricted in how wide or long we could make each room. To solve this, we stacked rooms vertically to maximize space.

  • Teleportation was used to move the player between stacked rooms, with hallways designed as smooth transitions to mask the teleportation. This allowed us to maintain immersion while creating engaging puzzles within the limited space.

Level Flow
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