CASE STUDY 004 / MODULAR ROOM DESIGNFREELANCE / PC & CONSOLE

Mana Spark

A Unity 2D top-down roguelike released on PC and consoles.

03ROOM SIZES
03DIFFICULTY LAYERS

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.

  1. [01]

    Modular Rooms for Randomized Runs

    My 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.

    LINK TO THIS SECTION
  2. [02]

    Three Room Sizes & Difficulty Layers

    I classified rooms into three sizes and three difficulty layers, balancing the available space with the intended encounter challenge.

    LINK TO THIS SECTION
  3. [03]

    Enemy Dynamics & Spatial Synergy

    I studied ranged and melee enemy behavior, established maximum enemy counts per room, and chose placements and combinations that worked with each layout.

    LINK TO THIS SECTION
  4. [04]

    Unity Playtests & Creative Approval

    I exported rooms to Unity to test their playable behavior. Every level went through playtesting and creative-direction review as I refined it toward completion.

    LINK TO THIS SECTION

Case study by Alexandre Chaves, Senior & Technical Level Designer.