Luke Rowlatt
Level Designer | Writer
Pawformers: World Tour




Platform | Mobile
Engine | Unreal Engine 5
Role | Game Designer
Team Size | 6
Available via:
Overview
As part of Quiver Games' 2025 Incubator Program, I collaborated as part of a team of 6 to create a mobile boss rush game.
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As the team's game designer I contributed to:
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Level Design
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Player Retention and Monetisation Features
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Player Progression System
Gameplay
What I Did
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Core combat design, including player progression, boss bullet attack patterns, and player attack values
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Designed level layout, liaising with artist for creation for assets and required set dressing
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Created weekly investor pitches with market research, project pricing, and core designs
Level Design

Began by laying out clear level metrics to maintain consistency in both level layout, and to inform design decisions for player movement and boss abilities. Core movement was restricted to 3 rings, with the player using swipe controls to move left, right, forward, and backward.
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Following this I moved on to a digital layout with a focus on how the player may flow through the space during combat, introducing obstacles while maintaining simplicity in overall gameplay.


During the block out stage, I used Unreal Engine 5's modelling tools to create basic layouts for testing, as well as checking scaling of assets for the art team to begin their own designs.

Once the team was happy with the overall layout, I proceeded to replace placeholders with our finalised assets. Obstacles were adjusted to ensure they added challenge but not to the point of disrupting gameplay flow, while also remaining easily visible within the player's narrow camera perspective.

Boss Ability Designs​

Designed attack patterns for boss NPC, communicating intent with programmers via regular meetings and digital diagrams.
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Once implemented, I conducted playtesting and worked with programmers to make alterations to create a balanced experience, including adjusting damage values, timings, and projectile speeds.