Game & Level Design

Game Design & Level Design

A growing collection of game and level designs, demos, and prototypes.
Game Prototypes ~
Queen of the Hill
2025, 10-20 min. playtime
Game Design
Level Design
Environmental Art
Network Building RTS ~ Command thousands of tiny ants to build networks for combat, resources, and lead your battalion to victory!
REDUX Solutions
2025, 15 min. playtime
Level Design
Environmental Art
First-Person Platformer ~ Scavage the insides of living sea monsters and navigate dark environments against viscera-based challenges and obstacles.
The Pond
2024, 2 min. playtime
Game Design
Environmental Art
Arcade Restaurant Management ~ Balance serving cocktails and managing angry customers using "slap-and-serve" game mechanics.

Queen of the Hill

Queen of the Hill

Game Prototype - 2025

Game Design
Level Design
Enviornmental Art
Project Description
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.
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 Links ~
→ See RELEASE
Gameplay Video ~
(Please note that the difficulty was significantly lowered for demo purposes.)
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 experienced pinch points (tight walk-ways) with environmental hazards (pitfalls) or enemies.
Version 2

Creating a smaller and concentrated arena.

Version 4

Focused on the emerging ground pitfall mechanic, leading to dynamic path formation.

Final

Environmental Art - integration.

RTS Elements

This RTS prototype, as seen through gameplay (loop below), was created through the following elements:

Ants ~

Queen ANT-oinette: a player controller acting as a traditional RTS camera, and a play on the Napoleon archetype. Players will have to find a balance between ant volume and Navigation/Combat towers (below).

Carpenter Ants: hatched at your base, they carry resources (funds) from piles back to your base. Carpenter networks act as a 'wall' and are empty-handed until they reach a Resource Node.

Bullet Ants: more expensive to hatch at your base, they defend Combat Towers, your network line by attacking enemies (Beetles), and are the only ant to attack enemy bases.

Ant Hill: defending home base. The hill is where players can hatch ants, Carpenters deposit funds, and the target where enemies (Beetles) ultimately attack.

Beetle Hill: enemy base. Defeated by Bullet Ants on the network line.

Networking (Player Emergent Systems) ~

Navigation Towers: acting as a network (pheromone) line, all ants will follow the closest paths between towers and arena elements, including Resource Nodes and your and enemy bases. Acting as an RTS wall-building mechanic, the strength of lines/'walls' to block enemies is reliant on the volume of ants available at a particular section or the health of the overall system. As an emergent player system, you will need to be strategic in system placement, flow of ants, resource management, and dynamic/responsive strategy. Note that players or environmental hazards can create isolated network systems.

Combat Towers: upgradable from Navigation Towers, Combat Towers can host 5-10 Bullet Ants to attack nearby/approaching enemies.

Resource Nodes: themed as seed piles, players rely on their connection via Navigation Towers to their base for a consistent income to hatch more ants and build/upgrade towers.

Hazards ~

Pitfalls: randomly emerging between Navigation/Combat towers on the network line, Pitfalls will consume and drain systems' resources by killing ants in their path if unnoticed by players. Note that arena design creates pinchpoints where Pitfalls can spawn, drastically increasing the need for player adaptability and use of alternate paths when exploring new areas.

Small Beetle: designed to drain the system network, Small Beetles prioritize eating small ants travelling on network lines. Players can avoid this danger by generally increasing the number of ants or allocating more Bullet Ants to travel away from Combat Towers onto the network line.

Large Beetle: designed to behave aggressively, Large Beetles prioritize attacking Combat Towers, network lines, and the Ant Hill. Players can avoid this danger by prioritizing Combat Tower development and pulling Bullet Ants away from network lines.

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, the utility and number of Bullet Ants occupying various Combat towers, pushing forward and pulling back network lines to new and previously explored areas and Resource nodes based on network capabilities and system safety, adapting to emerging environmental hazards and enemy strategy (based on network growth), withstanding Beetle (enemy) attacks, and 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 design/implementation consideration and 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.

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.

Project REDUX

Project REDUX

Game Prototype - 2025

Level Design
Enviornmental Art
Project Description
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.
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
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.

Origins - Jam Slice

Featurettes of Project REDUX's game jam slice. This prototype sees players trek deep into the inner bodily workings, upgrading gear to new areas, and being challenged by environmental hazards. Design focused on coercive hallways that encouraged players to advance and solve simple room-shifting puzzles.

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

Prototype Gameplay Video ~
Visual Development & Atmosphere

All materials and textures were hand-painted to give a 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 thematically in the 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

The Pond

Game Prototype - 2024

Game Design
Enviornmental Art
Project Description
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!
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
Gameplay Video ~
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.