

MEATSHOT is a high-octane third-person coop shooter game that I worked on as a level and systems designer with solo developer Tolga Ay. For 9 months, we've worked closely on a daily basis in order to find the perfect map formula and system combinations. Over the course of 9 months, I have hand-crafted over 19 medium and large size maps, 11 of which made it into the game. I have also learned and implemented procedural map making tools in Unity in order to streamline the mapmaking workflow, but ultimately decided more authorship on my end was required in order to maintain quality in our maps. It was my responsibility to craft each map entirely from ideation to a shippable phase including the set dressing and environment design, setting up and fixing collisions and navmesh/navlink placements and eventually iteration based on feedback.
In addition to level design, I contributed with helping design some of the progression systems, map mechanics, ability design, content design and quality assurance. We had long discussions about what systems can and can not work based on our design pillars.
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Collaborating with an experienced solo developer helped me develop my technical side too and allowed me to have a more nuanced understanding of the game's architecture. I had to internalize our limitations and constraints before even coming up with new ideas for game systems and content and this immensely broadened my perspective on technicalities.
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My Roles & Responsibilities:
Level Design
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​Prototyped maps based on different biomes that featured new environmental elements.
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Ensured each map was fitting to the game's already advanced movement systems and aligned with our pillars.
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Added narrative components to maps in order to enhance immersion.
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Playtested immensely in order to find and fix any flaws and collision errors.
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Placed navlinks in order to optimize AI pathfinding.
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Set dressing and environment design with minimal detail.
Systems Design​
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Designed player abilities and helped optimize movement.
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Helped design progression systems that enhance inner and outer loops.
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Helped design map mechanics that interact with the players.
Content Design​
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Helped design various items, abilities and characters.
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Quality Assurance
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Conducted daily test runs in order to spot major and minor bugs, as well as to identify systems and content that need polish or change.
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