Minigame Design & Multiplayer Blockouts
As a freelance Level Designer on Arena of Dreams, I created two publicly released minigames for 32 simultaneous players. I defined systems, pacing, goals, and layouts, taking concepts through functional prototypes and production-ready blockouts with regular director playtests.
- Scope
- Two released minigames for a mobile online multiplayer party game supporting 32 simultaneous players.
- Design approach
- Pitches followed the Game Designer and Director’s brief; repeated prototype playtests helped select and refine the strongest ideas.
[01]
Pitching to the Creative Brief
LINK TO THIS SECTIONAs a freelance Level Designer, I pitched multiple minigame concepts in response to the Game Designer and Director's brief. The aim was to find ideas that fit Arena of Dreams and could become strong multiplayer rounds.
Arena of Dreams is a mobile online multiplayer party game in the vein of Stumble Guys. Players compete through a sequence of minigames that culminates in a last-player-standing round.
[02]
Defining Systems, Pacing & Goals
LINK TO THIS SECTIONMy contribution extended beyond building the level blockout. I defined the systems, pacing, and goals of each minigame, considering how 32 players would participate at the same time.
Designing for that player count was a central challenge: the playable space and the minigame rules needed to work together as a complete multiplayer experience.
[03]
Prototyping & Director Playtests
LINK TO THIS SECTIONI built functional prototypes and worked through a continuous playtest cycle with the director. We used those sessions to evaluate the ideas and select the strongest concepts to develop further.
The selected minigames progressed through iteration into production-ready blockouts, ready for the next stage of development.
[04]
Two Minigames Released
LINK TO THIS SECTIONTwo of the minigames I created went live to the public. I took both from the initial concept through prototyping, playtesting, and production-ready blockout.
The featured video shows one of those minigames, illustrating my work on its gameplay design and playable layout.