Goal
Design a large set of obstacle-based platformer levels that stay fresh and engaging, even when reusing the same art assets.
My role
Designed over 80 platforming levels for VR and mobile
Designed mechanics and obstacles
Designed theme
Design highlights
Focused on making each level feel distinct while working with a shared asset set.
Introduced power-ups like super jump, super speed, and ice to change how players move and think.
Designed moving obstacles such as swinging hammers, pistons, and falling floors to add tension and timing-based challenge.
Built levels around a 1:30 minute timer, ending in an elevator that starts the next stage.
Each round is 3 levels long, and the levels are procedurally generated.
Considered both VR and mobile perspectives to keep layouts readable and comfortable.
What I learned
Reusing assets doesn’t have to feel repetitive. Smart use of power-ups, obstacles, pacing, and structure can make each level feel new.