Designing for Randomized Runs
As a freelance Level Designer on Mana Spark, I shaped hand-authored rooms for the game's randomized maps. My work connected spatial layouts with enemy encounters, taking rooms from the design tool into playable spaces.
[01]
Modular Rooms for Randomized Runs
LINK TO THIS SECTIONMy brief was to build more than 100 authored levels for the procedural map system to combine across play sessions. I defined room topology in a map design tool, focusing on the spaces used by the generator.
[02]
Three Room Sizes & Difficulty Layers
LINK TO THIS SECTIONI classified rooms into three sizes and three difficulty layers, balancing the available space with the intended encounter challenge.
[03]
Enemy Dynamics & Spatial Synergy
LINK TO THIS SECTIONI studied ranged and melee enemy behavior, established maximum enemy counts per room, and chose placements and combinations that worked with each layout.
[04]
Unity Playtests & Creative Approval
LINK TO THIS SECTIONI exported rooms to Unity to test their playable behavior. Every level went through playtesting and creative-direction review as I refined it toward completion.