Player Movement
Implementing player movement was a bit tricky due to the fixed camera and diagonal view of the map. I ultimately decided on making the movement orthogonal based on the camera's view of the level rather than having it be diagonal after playtesting made it clear it was easier for players. The player has a capsule collider with a rigidbody and force is applied based on which movement keys the player is holding. Jumping is done by adding force upwards to the player.
Object Behavior
I was responsible for coding the different behavior for a lot of the objects in the game. The trampoline applies a force when a rigidbody comes in contact with a trigger collider set on the top-middle of it and the ladder does a similar thing when the player is moving into the front of the ladder.
Level Implementation
When our puzzle/level designer finished designing and modeling out the level, I took it into Unity to set it up to play. I added specific object prefabs in the locations they were outlined on the design image for the level and then playtested through it to confirm it was possible to beat, but also that there were no unintended solutions.