Game Designer & Level Designer

2020 to 2024

95% positive
user reviews on Steam

Game Design

  • Main character mechanics
  • 6 Boss fights
  • 25+ Enemy behaviors
  • 30+ Gameplay elements
  • 10+ Collectible types
  • 20 Passive bonus items
  • 3 Mini-games
  • Rewards and currency balancing

Level Design

  • High level world design
  • Overall layout of metroidvania map
  • 2D tileset and metrics
  • Level design and level design review
  • Mini-games integration and balancing
  • Tracking 200+ collectibles
  • Tutorial and tutorial video editing
  • Assisted playtests and analyzing data
  • Difficulty progression
  • Cutscene integration (Unity Playmaker)

Developed with
Unity

The particularity of Turbo Kid was the ability to summon your BMX anytime.

 

It was fun to extend on a typical 2d box tileset to incorporate varied slopes and ramps to create skate park type levels.

 

Exploration wise, we wanted the player to be able to choose any path in a non-linear approach, while still having a progressing story and difficulty.

The Mecha Preacher was the last phase of the last boss in the game. 

It was challenging and fun to imagine attacks that the player had to use the bike to be able to dodge them.

Making the player make use of all the mastered abilities in a single condensed fight is a lot of planning but creates such a memorable and intense moment.

Turbo Kid - Treadmill

It was fun to be able to design and plan many gameplay objects and enemies that would fit nicely with the level's narrative to create very distinct feels and looks for each area.

Turbo Kid - Junkyard moving platforms - Giant Magnets
Turbo Kid - Ooze platforms design
Turbo Kid - Cyborg Ninja enemy
Turbo Kid - Skeletron Boss Fight

The big challenge in the level design was to take in account that the non-linear metroidvania nature of the game.

 

The player could have all movement upgrades or just a few at most given times, it opened a lot of possibility to add shortcuts or secret areas with particular ability combinations in mind while the golden path can still be done with minimal abilities.

The boss fights were especially challenging to design, since the boss arenas needed to stay small while keeping the bike movement in mind and that the player could have different abilities or weapons.

 

Balancing and tweaking the arenas to accommodate a player with just the bare minimum abilities and weapons and then making small tweaks to keep in mind any other ability was a meticulous process but when it all worked out, such a satisfaction.