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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:

  • Level Design

  • Player Retention and Monetisation Features

  • Player Progression System

Gameplay

What I Did

  • Core combat design, including player progression, boss bullet attack patterns, and player attack values

  • Designed level layout, liaising with artist for creation for assets and required set dressing

  • 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.

Level Diagram.PNG
Level Layout.PNG

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.

Blockout 1.png

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.

Arena.png

Boss Ability Designs​

Boss Ability Diagrams.PNG

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.

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