2025 · Student / indie team · Shipped · team project
Elixir Blitz: Saya’s Trials
A shop-driven potion-crafting game around a fairy potion-master. I built a floating island forage level so a flying mount could move in the open, then lit the world and dressed the backdrops so it felt larger than the playspace.
- Role
- Level designer & prop designer
- Platforms
- PC
- Focus
- Level · Props · Environment · Gameplay

The problem
The forage loop is supposed to feel like leaving the shop for a living world. The island needed to be flyable, the hut needed to work as a landmark from above, and the sky needed to feel bigger than the playspace.
The loop
- Order
- Fly
- Forage
- Brew
What I owned
- Floating island level laid out for open mount traversal
- Lighting experiments so night, water, and canopy share a read
- Backdrop mountains and sky to push the world past the playspace
- Fishing hut and dock as an aerial landmark
- Prop, dressing, and light gameplay support around the shop-driven loop
Stills




Process
01
Fly the greybox
The island was blocked for a mount first — leave the shop, sweep the water, come back — so the camera and the layout had room to breathe.
02
Landmark the hut
A timber hut on the water is something you can steer toward. Warm interior light against a colder sky, so it still reads at a distance.
03
Light the edges
Night skies, mountain backdrops, waterfall, canopy. Lighting passes and sky dressing so the island sits in a place instead of a viewport.
Outcome
A forage world you can actually fly: an island with a tree and a fall, a hut you can spot from the air, and a sky that sits behind it.