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Level & Design Philosophy

My goal was to give players meaningful route choices without sacrificing momentum. Enemy encounters were positioned at roughly 45-degree angles to support high-speed movement, allowing players to engage without disrupting their flow.
 

Every section of the level was also designed with a clear point of interest or landmark, ensuring players could quickly read the environment and make decisions, even at high speeds.

Level Design

I was responsible for the level design across the entire game, shaping every level from initial blockout to final polish. My work included balancing gameplay, improving level flow, placing POI, designing enemy encounters, and refining player navigation.
 

I started with a blockout-first approach, focusing on flow and making movement feel satisfying from the start. Tracks were built around maintaining momentum using wide slopes, angled walls, and layered terrain.
 

To encourage player choice and replayability, I designed multiple routes with varying levels of risk and reward. Safer paths offered consistency, while shortcuts rewarded confident players willing to take on a greater challenge.
 

Every level was heavily iterated through playtesting. Observing how players moved through the environment helped me refine readability, pacing, and overall flow while preserving player freedom.

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Game Design

I designed the game's core gameplay systems, including movement, wall-running, physics, checkpoints, and respawn logic, with a focus on creating responsive and satisfying controls.
 

I also maintained the Game Design Document in Milanote, providing the team with clear documentation for mechanics, references, and implementation.
 

Playtesting revealed that players became frustrated when deaths felt unfair. By refining the recovery and respawn systems, I improved the game's pacing and it was a joy watching players now wanting to try over and over again. 

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Technical Solutions

Collision issues became a recurring problem during development. By using Unity's Physics Debugger, I identified the root causes, introduced a more consistent collision workflow, and helped the team troubleshoot and optimize colliders across the project.

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