
About the Game
It's time for a Treasure Party and YOU are invited!
Jump in an air balloon with your customized explorer and cute pet for an unpredictable treasure hunting adventure! Match and blast your way through fun but challenging tile puzzles, then test your luck and roll the dice on a thrilling board game journey. In Treasure Party, you never know what you’ll find - coins, shiny treasures and even a mini-game or two!
Game: Treasure Party
Company: PlayQ
Role: Level Designer
Tools: Unity, Atlassian, Google Sheets, and Google Docs.
Responsibilities: Designed match-3 puzzle levels that met specified difficulty and feature requirements, delivering engaging and rewarding experiences that retain players, all while adhering to established deadlines.
Key Accomplishments
Implemented user feedback and playtest results to iteratively refine and optimize puzzle levels, ensuring they align with company wide objectives and are organized according to defined difficulty curves.
Conducted thorough playtests to evaluate levels, provide constructive feedback to peers, and analyze data to enhance the design quality of levels created by yourself and other team members.
Designed and iterated on 20 levels per week to meet our goal of releasing 200 levels per month
Ensured that level content is visually appealing and functions seamlessly on various mobile devices
Analyzed player metrics and analytics to make informed decisions on level design adjustments, optimizing for player
Website: https://www.playq.com/
Level Design
As a mission designer for Heroic Game Day, I tackle topics in various fields ranging from soft and hard skills. My goal was to gamify the topic, teach students the lesson through dialogue and gameplay, and encourage them to apply the skills outside of the game. Each week I was assigned 2 topics, each requiring their own mission made within 40 hour scope. I would pitch 5 unique minigames per topic, and ultimately one of those was chosen to be reiterated on. My responsibilities also included analyzing retention and feedback for the mission based on playtesting, continuing to iterate on our missions as they were live.
Level Design
For each mission and minigame that I worked on, I also whiteboxed, textured, and optimized levels for the game. the studio used in-house tools to design and program scenes, due to our target hardware being chromebooks. These devices are not as powerful as traditional pc’s, meaning I had to optimize my levels to have very few objects on screen at a time. Each minigame tackled a different form of level design, whether it was in thirdperson, top-down perspective, sidescroller, or an FPS.
Minigame Projects
Outside of my duties as a mission designer, I was also responsible for designing minigames that could be found around the explorable world of Heroic Game Day. I designed minigames that were not only meant to teach process of building microchips, but also pitch the minigames to an actual Microchip Company to sponsor the game. This also meant I helped manage the progress of each pod working on one of these minigames. I also designed “Environmental Minigames” that players could collect and replay for in-game items.
Visit PlayQ’s Website and download Treasure Party!