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Blastpath

Level Designer & Technical Designer

Overview

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Blastpath is a hack-and-slash movement game where players use explosives and momentum to traverse hazardous environments and combat mechanical enemies. This project was part of a final university module, working with a team of nine on a game brief provided by Sumo Digital. We received biweekly feedback from Sumo, helping us iterate and improve the game.

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Highlight of my contributions:

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  • Tutorial Design & Integration: Wrote and implemented tutorial scripts to teach core mechanics step-by-step, embedding them naturally into gameplay.

  • Level Design: Created greybox layouts using Unity’s CSG tools for rapid iteration; balanced combat arenas with exploratory sections to maintain flow variety.

  • Technical Implementation: Developed functional scripts for basic player interactions and integrated environment art after testing and refinement.

  • Iteration Process: Incorporated bi-weekly feedback from industry clients at Sumo Digital, applying targeted adjustments to improve clarity, pacing, and player engagement.

Design Approach and Iteration:

Early Blocking and Prototyping:
I began by quickly blocking out the level in Unity to start testing early, even before core gameplay features were fully implemented. To facilitate testing, I used existing first-person templates and wrote basic interaction scripts to simulate intended mechanics.

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Initial Combat-Focused Layout:
Inspired by fast-paced shooters like Doom, my original design emphasized combat while maintaining player movement. The level was linear with distinct gameplay zones: an open starting area for player orientation and easy combat, a confined interior space focusing on close-quarters combat, and a final open vertical area encouraging strategic movement and positioning.

Scope and Focus Adjustment:
After feedback from Sumo Digital, we shifted focus towards movement rather than combat to better fit the game’s core experience and scope. I iterated the level layout, drawing inspiration from Aztec architecture to incorporate slopes and geometry that facilitate fast-paced traversal. Steampunk-themed interactive elements such as “steampads” were integrated to enhance movement dynamics.

 

Refining and Testing:
With the player controller completed, I tested the level thoroughly, removing the interior combat section to create a smaller, more movement-centric environment. Following client feedback favoring parkour-style gameplay, I adjusted the level design again to support linear parkour progression, balancing movement challenges with combat opportunities.

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Collaboration and Scope Management:
As the team could only deliver two levels, I chose to design a hybrid level that combines combat and parkour elements, while the other level designer focused exclusively on a pure parkour map. This allowed us to showcase varied gameplay styles within the project’s limitations.

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