Frederick Pruneau
LEVEL DESIGNER

2D PUZZLE SIDESCROLLER
INTRODUCTION
This game was made during the EJVM Springjam 2025 by a team of 5 dedicated members. The theme for this GameJam was "Charge" and we implemented it in different aspects of the game, such as the battery-powered door, dash and the jumppad to name a few.
Caught in the wilderness by scientists to perform robotic experiments, a rabbit and an ostrich must escape from the laboratory. The two must team up to resolve puzzles in this cute high voltage side-scroller platformer. Lift boxes, electrify doors, reignite elevators and more to make your way to the end.
ROLE
Level Designer
YEAR
2025
PROJECT DETAILS
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Developed in 4 weeks
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Made in Unreal Engine 5
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Level Design Blockout
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Environment Art
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Level Sequences
PRE-PRODUCTION

References

Workflow
Paper Design
I do a first Paper Draw Design to setup the Golden Path that the player will get, adding obstacles and buildings based on the gameplay mechanics listed in my requirements.




Blockout Process and Iterations
At this point, I open up the Game Engine and start my Blockout. During the whole process, I will try to improve my design by Playtesting multiple times and fix issues I might find.

First Blockout Iteration
Final Iteration

Final Design

Level Flow
Since there are 10 levels, I will show the level flow of the biggest one I made
Dash to charge
Box Spawner
Ability to take 2 batteries
Platform puzzle
End level
Teleport battery
Enable Ostrich platform
Open path to Bunny
Get the collectible
Level Design Techniques
Leading Lines
To guide the player, we added Leading Lines with Yellow Color across the level. There is the stripes on the walls, electric wires that turn green when the power is on and wires on battery sockets that show what is being activated by the socket.
Movement
The moving platforms are showing the Golden path to the player. Also, the pressure plate VFX is in square shape to show the player that a box can be put on it.


Gating Player Progression
In every levels, we use different types of gates. We slow down the player's progression with Soft Gates and challenge him/her with Harder puzzles, the Hard Gates. We did not use Back Gates as we wanted that the player could backtrack to the beginning of the level if he/she missed a collectible.

Lights
Lights are good way to guide the player. For instance, the doors have a red light on them that turns green when the door has been properly activated.
Verticality
In a 2D sidecroller, Verticality is really important otherwise it is boring. During all the game, the player will constantly be in a different height to move a box, activate a switch, take battery, put it in a socket, etc.
Conclusion and Thoughts
Full Playthrough
It was our first team project where we had to take all the decisions about a game. I was the team lead to manage tasks and follow up with every team member. It was a challenging project in a lot of aspects, but it was also a rewarding one, and I learned a lot about myself and game development.
We got ups and downs through our four weeks of development, in particular game design ideas that were not approved by everyone. I set myself as a mediator to resolve disputes and find common ground. After all this, we managed to work as a team and we delivered a great, fun and polished game, which was awarded third place in the EJVM Springjam 2025!