Spy School - Obby Course

Spy School
Platformer level design for VR and mobile

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.