Monumental Tombs
A gameplay-first section: little lore, a lot of movement. The approach is deliberately compressed — a narrow squeeze between the rocks — so the view opens up on the monumental facade all at once: you don't expect to find a hidden temple behind that gap, and the reveal is built to land as surprise first. The facade is the landmark that pulls the player in from a distance. From the higher ground the valley reads as a parkour playground with multiple vantage points, where the player can stop, look down and choose a route before committing to it. Inside the tombs the archaeological scaffolding is traversal and storytelling at once: it carries the vertical parkour, and it tells that the military on the island had turned the temple into a depot. Yellow tarps hanging off the structures catch the eye and guide the way through. Between the climbing and the views, the level keeps feeding the survival loop with resources to pick up. The real danger here is the fall: the same height that makes the vantage points worth climbing is what punishes a wrong step.
Keeping the whole scene harmonious to look at while keeping it functional to play. I deliberately leaned away from the usual signposting and relied on props that blend into the environment but still draw the eye — the yellow tarps being the clearest case: they read as leftovers of the site, not as level-design markers, and they still tell the player where to go.