Stackhead

Bring chaos in an amusement pARC

ROLE : Game Designer, Level Designer, Level Artist, Lighting Artist.

CONTEXT : Graduation Project - 2025
GENRE : 2.5D Platformer shooter
PLATFORM : PC / Switch
TEAM SIZE : 10
DURATION : 8 months
ENGINE : Unreal Engine

PITCH : In a too-perfect amusement park, StackHead, a maintenance robot, is tired of the monotony of the park. He decides to explore the attractions, facing robots controlled by AI and bringing surprise and delight wherever he goes.

My level design missions:

It Started with Brainstorming

- Design sandbox layouts to test core mechanics, support emergent gameplay, and iterate based on incremental design philosophy.

- Block out levels based on early sketches, adjust according to gameplay metrics, and refine to support flow and navigation.

- Create engaging gameplay interactions by adapting level design to evolving game systems and player feedback.

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From Blueprints to ennemies combat

- Place enemies strategically and configure their behavior using designer-friendly tools provided by programmers.

- Ensure a balanced gameplay experience through continuous testing, iteration, and tuning.

Designed to Pull You In

- Handle lighting setup for each level to support gameplay readability, mood, and player guidance.

- Organize and conduct playtests to gather feedback and improve the overall quality of the levels.

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[background image] image of unique furniture craftsmanship for a furniture store

My level design tasks:


- Layout design

- Blockout

- Gameplay scripting (enemy behavior, logic)

- Enemy placement & balancing

- Playtest planning & feedback analysis

- Lighting & mood setup (level art)

- Iterative refinement based on metrics and feedback

Concept. Prototype. Playtest. Iterate.

My level building missions :
- Build the levels based on the level design blockout using game-ready assets provided by the art team, ensuring each area has a clear structure and visual identity.
- Set up lighting for each level to support gameplay readability, convey time of day, and highlight key navigation paths and points of interest.
- Collaborate with the team to maintain visual consistency and polish throughout all levels.
My level building tasks :
- Asset Integration
- Materials redefined to fit the level art mood
- Level building
- Lighting
- Optimization

Stacking Heads

Stack up. Power up.

Stacking heads increases firepower, turning the player into a walking weapon tower, but at the cost of agility. Each added head reduces movement speed and jump height, requiring a balance between strength and mobility. Players can use two main projectile types: a straight-shooting plastic bullet and an arcing, explosive water bomb ideal for crowd control. Choosing the right stack is key to adapting your strategy and progressing.
Even when heavily stacked, the player can still jump one metric unit high. For this reason, level design in these areas are mostly flat or includes only small height variations, ensuring gameplay remains fluid and accessible despite the reduced mobility.

A Game Designed Around Player Freedom

Adaptable to all playstyles, from speedrunners to completionists.

The game is designed to adapt to different player styles. Whether rushing through levels or engaging in combat, players have the freedom to choose their approach. Head collection is mostly optional, letting players shape their own strategy, though some key moments require stacking to highlight the game’s core mechanic. The level design was carefully planned to support both fast-paced traversal and combat-focused exploration.

Variable Jump

By holding the jump button, the player reaches a higher platform — this is a classic variable-height jump mechanic.

The jump system implements variable jump height based on the duration of the button press. A short tap triggers a low jump, while holding the button gradually increases the height up to a predefined maximum. This mechanic allows for precise control of vertical movement, enhancing platforming gameplay and helping the player avoid enemies.
Level metrics are designed to align with the jump mechanic, ensuring consistent and accessible platforming throughout the game.

Breadcrumbing Method

The coins act as breadcrumbs in all levels.

Coins are scattered across each level, serving as breadcrumbs to subtly guide the player. Some are clearly visible, while others require exploration. Collecting 100 coins rewards the player with an extra life.

Level 1

The first level serves as a tutorial. Its goal is to teach the player the basics of movement and shooting. The player encounters their first enemies in a safe environment without traps. The challenge is intentionally low to encourage experimentation. This level also establishes the foundation of our gameplay loop: platforming-based exploration, combat, and progression through power-ups.

Where It All Begins

The first level is lush and green, with playful, childlike attractions.

image of a relaxing restaurant waiting area (for a japanese restaurant)
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image of plated gourmet dish (for a fine dining restaurant)

Learning Through Play

Learn. Experiment. Play.

After grasping the core mechanics : running, jumping, and shooting. The player gets to test their skills in action. The environment becomes a playground where enemies and obstacles turn into opportunities to apply what they've just learned.
The real reward comes at the end, in the arena, where the player fights the boss Header and gains its head to use against upcoming enemies.

Level 2

In the second level, the challenge increases. The player now has to progress through an environment filled with more enemies and obstacles. A key element of the park is introduced here: the Ferris wheels. This is also the first time the player experiences the mode-switch mechanic, offering a strategic choice between power and mobility.

Pursuing the adventure

The second level is a cactus-themed world filled with exciting attractions, more enemies, and new obstacles.

image of a relaxing restaurant waiting area (for a japanese restaurant)
image of a main course assortment for a chinese restaurant
image of plated gourmet dish (for a fine dining restaurant)

Keep Learning Through Play

Play. Experiment. Play again

Face new threats and daring attractions like the ferris wheel, while defining your playstyle: will you go in strong and slow, or swift and vulnerable?

Level 3

The third level introduces new platforming mechanics and offers the player a significant firepower upgrade to face tougher enemies. With the addition of wall-jumping, the level design becomes more vertical, bringing greater challenges in both traversal and combat. Here, players must find the right balance between raw power and agility.

Reaching the End

Dive into a thrilling water park where new obstacles, stronger enemies, and vertical gameplay raise the stakes.

image of a relaxing restaurant waiting area (for a japanese restaurant)
image of a main course assortment for a chinese restaurant
image of plated gourmet dish (for a fine dining restaurant)

Enjoying Challenges & Verticality

Platforming. Stacking. Shooting.

A rhythm-based level design blending platforming and shooting, giving players a full experience of the game’s mechanics and the satisfaction of stacking more heads over time.

Facing the Final Enemy

Confront the AI boss behind the amusement park, where chaos meets control.

image of a relaxing restaurant waiting area (for a japanese restaurant)
image of a main course assortment for a chinese restaurant
image of plated gourmet dish (for a fine dining restaurant)

Defeating the AI Boss

Master every mechanic to overcome the final and smartest threat

An epic final battle where players put everything they’ve learned to this epic battle, triumph over the AI boss, and earn their happy ending.

Jumper & Jumper tower

A cannon-fodder enemy in charge of the park’s garden maintenance.

image of a relaxing restaurant waiting area (for a japanese restaurant)
When the player encounters the Jumper or Jumper Tower, if the player is in its detection zone, the robot becomes bad and chases them with bounding leaps. If it lands a hit with its shears, the player loses one health point.

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I handled enemy placement using spawn locations driven by a data table, where I defined enemy types and parameters. This setup enabled consistent spawning across both exploration areas and arena wave systems.

Thanks to this system, I was able to progressively scale enemy difficulty across levels, ensuring a smooth and engaging challenge curve for players.

I also varied the angle of attack and placement strategy depending on each enemy type, keeping encounters surprising and forcing players to adapt.

Rusher

Aggressive park staff with no brakes.

When the player discovers the Rusher, it charges straight at them and doesn’t stop until it crashes into an obstacle.
Once it hits something, it flips onto its back, leaving itself vulnerable.

Flyer & Flyer Squad

Security cameras turned kamikaze drones.

When the player meets a Flyer, it dives down until it hits an obstacle and explodes, a true kamikaze drone.


On the other hand, Flyer Squad units patrol their area with a fixed path and are protected by a shield.

Header & Header Boss

Armed maintenance bot with modular firepower.

When the player runs into a Header, it starts firing based on the head it’s equipped with, either a plastic cannon or a water bomb launcher. The player must dodge its attacks to avoid taking damage. However, if the player manages to defeat the Header, they can collect its head and add it to their stack.
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