

SELINI
CYMBAN first contacted me to perform a complete review of the introduction sequence (around 7 minutes of gameplay). I carefully analyzed it, correcting both narrative and level design elements to ensure stronger cohesion. I then followed the first 20 minutes of gameplay, detailing and suggesting ideas for each scene to reinforce pacing and coherence. Following this, I created the layout of two additional levels, giving the project a clear structural path forward.
What made this collaboration particularly exciting was joining the project at its early stage and discovering its art direction inspired by Little Nightmares. I was immediately drawn to the atmosphere, and working on this metroidvania was a completely new and rewarding experience for me.
TECHNICAL SHEET
DEVELOPMENT : Cymban Games
RELEASE DATE : 2026
TYPE : Metroidvania, Puzzle
GENRE : Platformer 2.5D
SUPPORT : PC, Switch
REWARD : Silver Winner at the GBW Game Awards 2024

GAME SCREENSHOTS
MY ROLE - NARRATIVE & LEVEL DESIGNER
Sep. 2022 - Dec. 2022
-
Set up a LDD (Level Design Document) referencing all the introduction levels cut by scene to resolve the concerns of Game Balance & Level Design.
-
Creation of a balanced Metroidvania type level design (placement of enemies, bonuses, rewards and other elements related to the gameplay).
-
Create a correlation between the narration (lore) and the gameplay.
-
Game balance through intensity/difficulty curves.
-
Creation of two level layouts (level 02 : The Forest // level 03 : Wasteland)
LEVEL DESIGN DOC. - BREAKDOWN
This document presents a scene-by-scene breakdown of the game’s introduction level, focusing on the balance between mechanics, pacing, and player progression. It demonstrates my ability to design clear gameplay loops, anticipate player behavior, and ensure accessibility while maintaining challenge.
The goal is to provide a structured experience that introduces mechanics organically and keeps players engaged from the very beginning.
DOWNLOAD FULL DOCUMENT
[ONLY FR VERSION]
NARRATIVE DOC. - BREAKDOWN
This document analyzes the narrative layer of the same introduction level, scene by scene. It highlights how storytelling elements can be adjusted, added, or reworked to strengthen immersion and coherence with gameplay.
By identifying narrative inconsistencies and proposing corrections, it demonstrates my approach to blending storytelling with game design, ensuring that narrative reinforces the player’s journey rather than disrupting it.
DOWNLOAD FULL DOCUMENT
[ONLY EN VERSION]
LEVEL 02 (layout) - THE FOREST
In this level, my main intention was to emphasize vertical exploration and the feeling of progression within an organic environment. I designed multiple critical and secondary paths to encourage the player to experiment with jumping and double-jump mechanics.
Moving platforms, puzzles, and danger zones (deadly falls, water) establish a rhythm where the player must constantly analyze their surroundings. The presence of passive characters and narrative elements (such as the guiding firefly) reinforces immersion and provides moments of breathing between challenging sequences.

LEVEL 03 (layout) - WASTELAND
This level introduces a more strategic dimension with armed human enemies and shooting zones to avoid. The intention was to create tension between stealth and confrontation, forcing the player to observe enemy trajectories and make intelligent use of cover. The glider adds a new movement mechanic, offering players alternative ways to bypass threats and access otherwise unreachable areas.
The level’s structure relies on unstable platforms and water zones that reinforce a constant sense of danger. Finally, collection objectives and energy doors guide progression while paving the way for a Metroidvania-inspired gameplay loop based on backtracking and the acquisition of new abilities.

GAMESCOME 2024 TRAILER - YOUTUBE
REVIEWS BY CYMBAN
"I worked with Jiyan in world and level design for SELINI and I'm extremely satisfied with the results. He was also able to give me very detailed direction in the narrative of the game. Absolutely recommended to work with him." on Malt









