The game was developed by a team of 19 people - 5 designers and other team members working on art, programming, and animation.
My roles: Lead Designer, Level Designer, System Designer, Producer
I was responsible for the high-level design of the map and led multiple iterations based on discussions and feedback from the team. Once the final layout was approved, I divided the town into sections and assigned them to other level designers. I personally designed and implemented the hilly area of the map, including the landmark.
Early map iteration – a symmetric town layout designed to simplify modeling by allowing assets to be mirrored.
Updated map iteration – after discussing with the team, we decided that a less symmetrical town layout would better suit the delivery gameplay. By making routes harder to memorize, navigation remains engaging over time and increases long-term replayability.
Final map design – to keep the project within scope, the town was limited to a small island surrounded by sea. This allowed the team to avoid handling artificial playable-area boundaries while also creating a natural danger zone that could be used to encourage players to find the fastest routes.
At this stage, I assigned other designers to work on different sections of the map in-engine, while I focused on developing the hilly area.
in cooperation with art team:
I communicated the map design to the art team and requested the creation of concept art for the map.
To create a strong visual landmark and orientation point for the player, I proposed a monumental statue positioned on top of the island’s hilly area, which was the section of the town I was responsible for designing.
The statue’s form was intentionally left open to give the art team creative freedom, while maintaining a clear silhouette and strong vertical presence.
At the start of the project, I drafted a set of key questions that needed to be answered to define the gameplay and core game loop. I then asked other design team members to provide their answers, which we discussed together to establish and finalize the rules of the game. This process ensured that all designers had input, and that the game systems were clearly defined before implementation.
The questions & my answers to them
After completing the rules with the design team, I created diagrams of the core game loop and win/loss conditions. I shared these with the programming team and communicated with them daily to ensure the systems were clearly understood and implemented as intended.
in cooperation with the animator
I designed a post-delivery cutscene that uses emoji-based feedback to communicate delivery quality to the player.
I worked closely with the animator to direct the cutscene and ensure the feedback was clear.
Production
Alongside my design work, I took on a producer role, coordinating tasks across disciplines and helping the team stay aligned on scope and priorities. I facilitated discussions, supported decision-making, and ensured the project progressed smoothly toward completion.