ActReal-time Strategy Co-op Tower Defense mobile game. 40+ levels designed to be played for single player and co-op. Holistic design approach to create levels that reflect story and gameplay progression.
Level Design Pillars
- A thematically matching set of ~20 levels per island with each a playtime of 2-5 minutes
- All levels must be playable in single player and co-op mode
- Levels need to have a steady difficulty progression
Gameplay Loop:

Level Design Process Examples
Here are some examples of my approach to designing and creating 40+ levels within time constraints, each level with unique and engaging challenges by using:
- Varied enemy AI pathing and behavior patterns
- Unexpected mechanical loops
- Visually unique and stylized maps
Example 1:




Started with ideation and sketch, thinking of map shapes that look visually interesting but also with recognizable AI pathing patterns so the player knows what to expect. For this level, I envisioned testing the player on their ability to multitask. The player would be pincered in the middle, with small waves of attack coming from south, while big waves dropping in slowly from north.
After sketching, I went into the level creation tool to begin painting the pathing and testing them, then planning AI routes.

Example 2:
For this next level, I had an idea for a 3 lane attack of enemies coming in waves. Each time a lane would send enemies, the wave would get progressively stronger. The player would have to decide on how to strategize defending which lane.



Further Examples:
Some levels I had fun with interesting shapes and let out a bit more of the creative side 🙂


Storytelling in Level Design
For different Islands with enemy types unique to that environment, I approached level design in the lens of the story. Depending on which enemy the player was facing, I designed and gave both factions unique AI patterns, pathing and visual map identity.
Fractured Island
This is the “Fractured Island,” an island ravaged by war from a military group mining for resources and natives fighting for their land.

- Rigid, straightened paths for the military faction, with AI waves marching in straight lines
- Symmetrical and evenly placed nodes and visual identity

- Organic, natural shape paths for Native faction
- Circular, Native enemy nodes are hidden between cliffs, surrounded by trees and water
Ice Realm
Content for another island, I directly helped tell the story of a shrinking ice island through the levels by progressively making smaller and smaller levels. This also proved to be an interesting and unique layout gameplay wise.


More examples of how enemy types, environment and story dictated level design – units of military Shiba Mechs that have created under ice routing systems which allows them to pop up from under water:

Also wanted to introduce some stealth gameplay elements, so I added higher difficulty patrolling units the player can attempt to bypass or power through.



