Game & Level Design

Public/select level blockouts & greyboxing, designs, and set-dressed environments. You can find all of my major game projects on the "Projects" page.
Project REDUX
Level Design - FPS Puzzle-Platformer
Queen of the Hill
Game & Level Design - Singleplayer RTS
The Pond
Game Design - Arcade Gameplay Loop

Project REDUX

2025, Onwards - In Development | First-Person Puzzle-Platformer

Project Description

Project REDUX (name TBA) is a first-person puzzle-platformer, where players explore and scavange the insides of living sea monsters. Using your own two feet and a throwable/retrievable magnetic axe, solve visceral environmental puzzles, complete platforming segments, and face bodily hazards.

Tutorial Level Design

Full game tutorial, which, through framing, 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. This rapid prototype was completed in six days, with two to three days allocated to blocking and design.

(all assets and block outs by Aiden Imbeau)

Queen of the Hill

2025 | Singleplayer RTS

Project Description

As Queen ANT-oinette, wield your tiny but powerful battalion against the ravaging Beetles.
In this single-player RTS, build an expansive line 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.

(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.

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.

Network Building (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.
(all assets and block outs by Aiden Imbeau)

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.

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.

The Pond

2024 | Unconventionally Controlled Arcade Game
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!
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.

Themes of chaos and multitasking are highlighted by a unique (and intentionally difficult) control scheme that utilizes an Xbox controller and a two-button gamepad in each hand (above).

Game-Field & Environment Design

The game arena is designed to ensure proper flow between player movement and the frog's AI pathing while maintaining the theme of a speakeasy bar.