PROTOTYPE DESIGN

PROTOTYPE WORK & DESIGN

A growing collection of game and level designs from demos and prototypes.
GAME PROTOTYPE
Queen of the Hill
Game & Level Designer, Level Artist (2025)
GAME PROTOTYPE ~ Network-Building Singleplayer RTS (10-20 min. playtime)
GAME PROTOTYPE
REDUX Solutions
Level Designer, Level Artist (2025)
GAME PROTOTYPE ~ Viscera-Themed First-Person Platformer (15 min. playtime)
GAME PROTOTYPE
The Pond
Game Designer, Level Artist (2024)
GAME PROTOTYPE ~ Restaurant Management Arcade Game (2 min. playtime)
GAME PROTOTYPES - ITCH.IO
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Queen of the Hill

GAME PROTOTYPE

Game & Level Designer, Level Artist (October 2025)
Project Information
Genre | Network Building Real-Time Strategy
Players | 1
Platform(s) | PC [Controller Supported]
Average Playtime | 10-20 minutes
Time Frame | 6 days
Team Structure | (1) Designer/Artist, (1) Programmer, (1) Composer
Project Summary
Command thousands of tiny ants! As Queen ANT-oinette, wield your tiny but powerful battalion against the ravaging Beetles. Build an expansive network of ants, charge against the waves of enemies to their base, set up defence towers, adapt to emerging ground pitfalls, and scrutinise the system efficiency of your army.
Contributions
  • Game Design | Pitched and designed core gameplay loop, designed game rules from initial idea/theme, and collaborated on logic and implementation.
  • Level Design | Iteratively designed the RTS arena based on playtest feedback and system balancing.
  • Art Direction | Led art direction and oversaw implementation, flourishes, and other effects with the team.
  • 2D Art | Handpainted/bashed textures and materials for all models, set dressings, light foliage, and character sprites.
  • 3D Modelling | Modelled all assets and set dressings for the game, blocked out the game scenes, and built/decorated all in game environments within a tight deadline.
  • Production | Co-piloted the project timeline, organization, and scope.
Game Design

We wanted to take a literary approach to 'stumbling on stones,' where low-level detail, minutiae, struggle and failure, hubris and arrogance, and snap judgements are essential to the player experience. Hence, the project followed the design pillars of having:

  • An emergent and dynamic player system,
  • Consistent player attention,
  • The theme of hubris (expand and retract), and
  • Resource management and strategy.

Achieved through four gameplay loops (right), players will pay attention to resource, combat, network, and crisis management.

Gameplay Loop
(Iterative) Arena Design

The RTS arena underwent four revisions over the course of two days. The map encourages players to:

  • Complete a formalized tutorial (spawning resource collecting and combat ants and placing navigation and combat waypoints),
  • Expand branching paths to the opposite enemy base,
  • Use flanking areas to collect additional resources and increase the flow of income, and
  • Use flanking areas as alternate paths in case of pinch points (tight walk-ways) being covered with environmental hazards (pitfalls) or enemies.
Version 2
  • Restrained the map size from a traditional RTS size down to a bite-sized play experience
  • Created diverging pathways and access to resources
  • Created a simple tutorial base (top left) that railroads tower placement.
  • Hid resource nodes within tall foliage (now cut)
  • Allocated mechanic space for water ground hazards (now cut)
Version 4
  • Focused on the emerging ground pitfall mechanic to cut spaces and block pathways, leading to more dynamic path formation
  • Further condensed the space after feedback and playtests
  • Narrowed line of access to home and enemy bases, focused on the now determined camera angles and lighting.
Final
  • Environment art integration (terrain, rockwork, etc.)
  • Cut water ground hazard mechanic (due to time)
Results

Within a playtested, balanced, and rubber-banded match, the gameplay loop challenged players to:

  • balance the holistic volume of and specific populations of Carpenter/Bullet ants,
  • the placement, destruction, and scrutinization of the network system surrounding Navigation/Combat towers, including the number of Bullet Ants occupying various Combat towers,
  • push forward and pull back network lines to new/previously explored areas and Resource nodes based on network capabilities and system safety,
  • adapt to emerging environmental hazards and enemy strategy (based on network growth),
  • withstanding Beetle (enemy) attacks, and ultimately,
  • building a network capable of sending enough Bullet Ants to defeat the enemy base (win game).

In the release, rubber-banding is reliant on the number of towers created. A future improvement would be to attach rubber-banding to the number of ants alive to avoid the exploit of rapidly growing an ant population with a small network, then making a fast push toward the enemy hill (seen within the gameplay video above).

The goal was to create a dynamic, player-emergent system where players rely on hubris, reaction, and strategy to win. Noted through playtesting, matches lasted for an average of 10 to 20 minutes, with high retention and playthrough.

REDUX Solutions

GAME PROTOTYPE

Level Designer, Level Artist (March 2025)
Project Information
Genre | First-Person Platformer
Players | 1
Platform(s) | PC
Average Playtime | 15 minutes
Time Frame | 6 days
Team Structure | (1) Designer/Artist, (1) Programmer/Tech. Artist, (1) Composer
Project Summary
Explore the insides of a massive sea creature by solving gut-wrenching puzzles and scavenging it's sought-after pearls with your trusty axe.

The prototype sees players trek deep into the inner bodily workings, upgrading gear to new areas, and environmental hazard challenges.
Contributions
  • Game Design | Pitched and co-designed core gameplay loop, designed game rules, collaborated on logic and implementation.
  • Level Design | Designed all level grayboxes, serialized rooms, and moving environmental puzzles within less than 26 hours.
  • Art Direction | Led art direction towards a mid-2000's handpainted style that remains detailed oriented but efficient within the tight deadline. Oversaw asset implementation, flourishes, and other effects with the team.
  • 2D Art | Handpainted UV textures for all models, materials, and foliage.
  • 3D Modelling | Modelled all assets and set dressings for the game, blocked out the game scenes, and built/decorated all in game environments within a tight deadline.
  • Production | Piloted the project timeline, organization, and scope.
Quick Overview - Levels

This prototype sees players trek deep into the inner bodily workings, upgrading gear to new areas, and challenged by environmental hazards. Level design focused on coercive hallways that encouraged players to advance to solve simple room-shifting puzzles, complete small platforming activities, and navigating claustrophobic spaces.

Additionally, this prototype included minor player progression, allowing players to unlock doors and increase their speed with their axe.

EXTRA - Tutorial Level Design

Game tutorial, which, through framing and staged elevation changes, forces players to focus sightlights on crouching tutorials, platforming segments, alternate pathways and secrets, and key environmental block-ins.

Visual Development & Atmosphere

All materials and textures were hand-painted to give an organic and early 2000s feel to this game. Below is an high-definition screenshot displaying a standard challenge room hallway with light platforming elements.

Since the environment is dark, lighting was crucial for players to indicate where/what they can interact with and navigate. For example, see the general lighting, glowing pearl (1/4 left), glowing hallway (center), and player-lit objects (interactive axe on the right, and bone for close collision on the left).

The Pond

GAME PROTOTYPE

Game Designer, Level Artist (October 2024)
Project Information
Genre | Arcade Restaurant Management
Players | 1
Platform(s) | PC [Controller Supported] [Unconventional Controller Support]
Average Playtime | 2 minutes
Time Frame | 6 days
Team Structure | (1) Designer/Artist, (1) Programmer/Technical Artist
Project Summary
Live out your dream of being a waiter for frogs!

Balance safely delivering drinks on an unstable tray, managing difficult customers, and pushing your way through an army of cocktail-loving frogs!
Contributions
  • Game Design | Designed core gameplay loop, designed game rules, and collaborated on logic and implementation.
  • Art Direction | Guided art direction for a distinct 2D/3D blended style and environment.
  • 3D Modelling | Modelled all set dressings for the level, blocked out the game scene (including level design), handpainted UV textures for all models, oversaw asset integration.
  • Graphic Design | Collaborated on the game's UI and created all 2D assets and logos.
  • Production | Piloted the project timeline, organization, and scope.
Game Design

Following an "obstacles create the path" theme, the primary design pillars of this game were to:

  • produce frantic decision making,
  • promote left-brain/right-brain feeling gameplay, and
  • utilize a unique control scheme.

Players must navigate a cocktail bar while balancing drinks and managing thirsty/disruptive patrons. Following the theme and beyond social commentary, the Frog patrons create a physical obstacle that changes player movement flow, as well as an interactable that players can strategically destroy (pushing/hitting). However, Player combat must be strategic in,

  • creating (or forcing) a path to an objective,
  • completing an objective (neutralizing a 'Disruptive Frog'), and
  • retain awareness in their surroundings so as not to hit previously served (objective complete) frogs.