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Game Project 2

Game Project 2 Hero

Project Overview

  • Genre: 2.5D side-scrolling brawler with light platforming.
  • Development Time: Four weeks.
  • Team: Student group project.
  • Core Features: Fast-paced melee combat, dynamic enemy encounters, and traversal mechanics.

Transition

I began the project as Sound & Music Designer, with a secondary role in Level Design. After the first week, I stepped into Level Design full-time when the original designer had to leave.

This shift required me to quickly adapt, ensuring a smooth workflow for the team while balancing combat, traversal, and level structure within the project’s tight timeline.

Concept & Design Screenshot
Development Process Screenshot

Design

The hook ability was originally intended for reaching high platforms, but this conflicted with enemy AI, as they couldn't follow the player. To fix this, I repositioned hook anchors to focus on speed and traversal rather than vertical movement, allowing for fluid mobility without breaking combat flow.

Playtesting led to the removal of excess platforms to keep the brawler focus intact. I also fine-tuned ambush sections and enemy placement to maintain a balanced difficulty curve despite frequent AI tweaks.

Collaboration

I worked closely with programmers, artists, and designers to balance combat, traversal, and level flow. Frequent enemy AI tweaks required ongoing adjustments to enemy placement and ambush pacing to maintain fair difficulty.

I also coordinated with programmers to align jump mechanics with level design, ensuring platform spacing felt responsive. Through continuous communication, I made sure all disciplines could implement their work seamlessly, keeping the level balanced, polished, and fun.

Design Iterations Screenshot

Blockout

Blockout

I inherited an unfinished blockout with technical issues that prevented the team from testing mechanics and implementing assets. I quickly fixed the structure, ensuring the level was fully playable and testable without blocking other disciplines.

Once the foundation was stable, I focused on optimizing level flow, adjusting pathing, spacing, and encounter pacing to keep movement fluid and combat engaging. This ensured a smooth development process while maintaining a fun and responsive gameplay experience.

Reflections

Game Project 2 challenged me to adapt quickly, problem-solve under pressure, and collaborate across disciplines. Taking over Level Design mid-project, I prioritized efficiency, ensuring a functional, testable level without blocking development.

I learned to balance combat and traversal, refining enemy placement, encounter pacing, and platforming density to keep movement fluid while maintaining the brawler focus. Handling the hook traversal mechanic reinforced the importance of mechanical cohesion, ensuring features complement rather than disrupt gameplay.

This project strengthened my ability to iterate based on feedback, quickly adjusting level structure, AI placement, and encounter flow. It solidified my passion for Level Design and the value of cross-discipline collaboration in game development.