Role: Level Designer
Pub Crawler is a 2D mobile platformer developed in Unity during a two-week university project. Working in a four-person team, the objective was to create a fun and light-hearted arcade platformer inspired by an Irish pub crawl, where players collect pints while avoiding hazards and navigating increasingly challenging environments.
As the Level Designer, I designed the level layouts, controlled player progression, balanced platforming challenges, and positioned hazards and collectibles to create a rewarding gameplay experience. My focus was on maintaining a steady gameplay rhythm while encouraging exploration and replayability.
The project strengthened my understanding of mobile level design, gameplay pacing, and collaborative development. Through playtesting and iteration, I refined platform layouts, collectible placement, and hazard spacing to improve player flow and overall engagement.
The primary challenge was creating a fun and engaging mobile platformer within a two-week development schedule. Careful balancing of platform layouts, hazard placement, and collectible locations was required to ensure the game remained challenging without becoming frustrating while still encouraging exploration and replayability.
I designed each level around a clear gameplay rhythm by alternating platforming challenges, hazards, and collectible opportunities. Visual landmarks and environmental layout naturally guided players through the level while rewarding exploration with hidden pints and bonus collectibles.
Playtesting helped identify opportunities to improve platform spacing, hazard placement, and collectible visibility. To encourage exploration, I animated the collectible pints with a side-to-side movement that naturally attracted the player's attention. Hazard spacing was also adjusted to create a consistent rhythm of challenge and reward as players progressed through each level.
The completed prototype delivered an enjoyable arcade platformer that combined exploration, collectibles, and platforming into a cohesive mobile experience. The project strengthened my understanding of level design, player guidance, and gameplay pacing while reinforcing the importance of iteration and collaborative development within short production timelines.