Shown below is a full gameplay capture for "2D Puzzle/Exploration." Development started in a Level Design Class, and I spent an entire summer getting this level to AAA quality.
Shown below is my papermap for the level.
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Shown below is an image collage for "2D Puzzle/Exploration." I took inspiration from the caverns that exist in the Amazon Rainforest. I wanted my level to communicate to the player a feeling of being inside of a dense jungle, and they just stumbled upon a cave they can go into and explore. I wanted to communicate to the player that there was once life inside of the cave long ago, but nature has since taken over. 
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The boxes suggest there was intelligent life present inside this cavern, once upon a time.
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The presence of stacked boxes and moving platforms suggest this was a storage area.
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Shown above is the very first Whitebox of the most crucial areas in the level. I used Unity's Tile Palette to accomplish this. 
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Shown above is the looping "forest ambiance" audio I modified from "Freesound.com." This is the audio that loops inside of the Tutorial Area. In the future I plan on adding another layer of sound on each sound clip to add texture. Credit for the original sound clip goes to: "kangaroovindaloo." The link to the clip is: https://freesound.org/people/kangaroovindaloo/sounds/147582/.
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Shown above is the looping "cave ambiance" audio I modified from "Freesound.com." This is the audio that loops inside of the entire cave part of the level, after the player takes the teleporter from the Tutorial Area. The credit for the original sound clip goes to: "Sclolex." The link to their page is: https://freesound.org/people/Sclolex/sounds/177958/.
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Shown above is the looping "torch" audio I modified from "Freesound.com." The credit for the original sound clip goes to: "dobroide." The link to the clip is: https://freesound.org/people/dobroide/sounds/4211/.
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Shown above is my script that manipulates each "torch" asset. The script makes the light flicker so that it mimics firelight.
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Shown above is my "Order" script. Items that do not have a Mesh Renderer needed an "order" script added to them. This script enables me to enter values pertaining to the layering of items on the screen, inside of the Inspector. This enables me to make sure the border is always rendered over all other items in the scene. 
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3D Action
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