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    Systems Designer                                                                  January 2024-Present 

    Team of 5                                         Unity

Fly By Night

Overview

The BridgeMaster is a tile-based puzzle game where players take on the role of a magician tasked with saving a village that’s collapsing. Players must build bridges across chasms to help townsfolk escape, all while navigating obstacles and avoiding traps that block the way. Developed by a small, dedicated team, the game is currently in the playtesting phase, with feedback being gathered for future improvements.

As the level designer and a key contributor to game systems, I focused on creating paper prototype levels and gameplay scenarios that both challenged the player and provided replayability. My role centered on balancing puzzle difficulty and player satisfaction. I worked on designing levels that required a strategic approach to bridge-building, focusing on creating a balance between hazards and challenge, ensuring each level felt engaging while being difficult to master.

Additionally, I worked closely with the primary designer to create a balanced number of levels per area, based on specific hazards and gameplay mechanics. I also focused on designing levels that rewarded completionism, encouraging players to not only clear levels but to beat them with the fewest moves, allowing for both casual and more dedicated experiences.

Skills Honed
Level Design
Completionism Design
Prototyping
Puzzle Design
Game Balancing
User Experience
Systems Design
Collaboration
Communication
Accomplishments
  • Designed 25 Levels: Contributed to the creation of 25 engaging and challenging levels, with at least 15 of them currently featured in the game, providing players with a diverse range of puzzle experiences.

  • Implemented procedural generation techniques to create dynamic level layouts, ensuring each playthrough offers a fresh and exhilarating challenge.

  • Level Progression and Flow: Structured the levels to ensure smooth progression, gradually introducing new mechanics and increasing complexity while maintaining a balanced difficulty curve.

  • Completionism-Focused Design: Focused on designing levels that encourage completionist playstyles, rewarding players for mastering challenges and beating levels with minimal moves.

  • Collaboration and Feedback Integration: Worked closely with the core team to iterate and refine levels based on playtesting feedback, ensuring optimal player satisfaction and engagement.

  • Innovative Hazard Interactions: Mastered the art of combining multiple hazards and mechanics in a single level, offering dynamic puzzles that require players to think critically and strategically.

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