Sebastián Chaparro Ruiz
Game Designer
I am a Game Designer and interactive storyteller passionate about creating worlds that surprise players. I have experience in level design, prototyping, and narrative design for Games Alchemist and multiple game jams where I won in different fields, always enjoying experimentation and collaboration.
My previous work in film, photography, and audiovisual arts has shaped my design approach into a highly visual and expressive one. I am motivated by exploring bold ideas, adapting to new challenges, and bringing unique game experiences to life that connect with players beyond the conventional.
Dynamic difficulty in videogames through Level Design
The Ruins Of Az'Morgul
For my Master’s final project, I explored how dynamic difficulty systems can be designed not by tweaking enemy stats, but through level design choices. The result was a 3D action-platformer prototype built in Unreal Engine 5, where players shape their own challenge by choosing different paths.

1. Core Concept
Instead of difficulty sliders in the menu, I designed a system where the environment itself adapts the challenge. Players can take an easy path with simpler puzzles and 1v1 encounters, or a hard path filled with tougher platforming, trickier puzzles, and larger enemy groups.
This way, the player decides their own challenge without breaking immersion.
2. Development
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Research & Inspiration: Studied how games like Batman: Arkham, Hitman, and Elden Ring handled dynamic difficulty. I focused on creating an active system where players choose their path rather than the game secretly adjusting stats.
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Prototyping:
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Built modular 3D assets in Unreal Engine.
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Whiteboxed levels to test pacing and flow.
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Integrated a combat system inspired by Arkham for fluid fights.
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Designed parkour-based movement to enhance verticality.
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Art Direction: Stylized, low-poly art with a mix of comic-style cutscenes and 3D environments.







3. Key Features
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Multiple Paths = Multiple Difficulties:
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Easy Path → straightforward navigation, fewer enemies, simpler puzzles.
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Hard Path → tighter platforming, hidden doors, group combat, bonus lore.
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Reward System: Completing harder routes gave higher damage multipliers and story insights.
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No Enemy Stat Changes: Difficulty emerged from level layout, spacing, and player choice, not artificial buffs.
4. Results
I successfully created a playable demo that demonstrates how level design can act as a dynamic difficulty system. While further playtesting with a wide audience is needed, the project validates that player-driven difficulty feels more natural and rewarding.
5. Reflection
This project showed me how level design can shape player experience beyond aesthetics and navigation. By embedding difficulty in exploration, spacing, and enemy placement, I created a system that adapts to casual and hardcore players alike without changing a single stat.
