

Level & Design Philosophy
One of the core design philosophies on this project was to give players the freedom to explore multiple routes while also encouraging them to test the boundaries of the level. As designers, we deliberately allowed space for players to experiment, bend the intended flow, and discover what they could get away with.
When designing levels, I consistently incorporated smaller, semi-unintended paths - areas that weren’t part of the critical route but rewarded curiosity. These moments were designed to feel like player-driven discoveries rather than clearly signposted secrets.
An example of this can be seen in the image, where skilled players can, with precise movement, jump onto the roof of the mall (the large square building). Similarly, by using environmental collisions and momentum, players are able to clear fences in ways that aren’t immediately obvious. These interactions create a sense of mastery and ownership over the space.
The goal was to capture that satisfying feeling many players love: discovering something that feels unintended by the developers - especially powerful in multiplayer scenarios where creative navigation can offer a temporary advantage. At the same time, all of these routes were carefully balanced to ensure they enhanced gameplay without breaking the overall experience.

Level Design
When creating levels for this project, I worked both directly inside our in-house engine and in Blender, following a blockout-first workflow with frequent iteration. A constant focus throughout the process was performance, readability, and balance, particularly because the game is multiplayer.
To ensure fair gameplay, I balanced the different intended paths so they offered comparable traversal times. When certain routes were naturally shorter, I compensated by increasing their execution difficulty through tighter turns, more precise jumps, or additional obstacles. This approach created a clear risk-versus-reward structure rather than a single optimal path.
I also designed multiple convergence points where routes would intersect or overlap, encouraging player interaction throughout the level. In some areas, paths crossed vertically by going above or below one another, while in others they merged into shared spaces, creating moments of tension, competition, and opportunity.
Throughout development, I continuously evaluated player flow, sightlines, and spatial readability to ensure players could quickly understand their options while still feeling free to experiment. Layout decisions were iterated on through playtesting and observation, with adjustments made based on how players actually navigated and interacted within the environment rather than on assumptions.

One of the core design philosophies on this project was to give players the freedom to explore multiple routes while also encouraging them to test the boundaries of the level. As designers, we deliberately allowed space for players to experiment, bend the intended flow, and discover what they could get away with.
When designing levels, I consistently incorporated smaller, semi-unintended paths - areas that weren’t part of the critical route but rewarded curiosity. These moments were designed to feel like player-driven discoveries rather than clearly signposted secrets.
An example of this can be seen in the image, where skilled players can, with precise movement, jump onto the roof of the mall (the large square building). Similarly, by using environmental collisions and momentum, players are able to clear fences in ways that aren’t immediately obvious. These interactions create a sense of mastery and ownership over the space.
The goal was to capture that satisfying feeling many players love: discovering something that feels unintended by the developers - especially powerful in multiplayer scenarios where creative navigation can offer a temporary advantage. At the same time, all of these routes were carefully balanced to ensure they enhanced gameplay without breaking the overall experience.

One of the core design philosophies on this project was to give players the freedom to explore multiple routes while also encouraging them to test the boundaries of the level. As designers, we deliberately allowed space for players to experiment, bend the intended flow, and discover what they could get away with.
When designing levels, I consistently incorporated smaller, semi-unintended paths - areas that weren’t part of the critical route but rewarded curiosity. These moments were designed to feel like player-driven discoveries rather than clearly signposted secrets.
An example of this can be seen in the image, where skilled players can, with precise movement, jump onto the roof of the mall (the large square building). Similarly, by using environmental collisions and momentum, players are able to clear fences in ways that aren’t immediately obvious. These interactions create a sense of mastery and ownership over the space.
The goal was to capture that satisfying feeling many players love: discovering something that feels unintended by the developers - especially powerful in multiplayer scenarios where creative navigation can offer a temporary advantage. At the same time, all of these routes were carefully balanced to ensure they enhanced gameplay without breaking the overall experience.
