Final Level Design Walkthrough
In my final level design exploration, I designed a level that was inspired by the the Last of Us with some fantasy elements like in the Legend of Zelda.
The level begins with a scene outside an apartment complex and they player is in an wide open prospect space but with only one clear path to go. There are not a lot of visual interests because this space is supposed to feel a bit dead so they don't dwell here for too long.
Once they come to the first node (the stairs), the only path to take is up the stairs.
As they climb up the stairs to this new elevated space, they arrive at a bridge that connects into the city. The player reaches the second node but both the path on the left and on the right are blocked.