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“Tobble Swap” is a frenetic top-down dungeon crawler with chaotic arena brawling action. Play as the TobbleToys; toys with interchangeable parts and clash your way through TobbleCorp's vast Toybox to prove you are the greatest Tobble of all!

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Role: Level Designer

Engine: Unity 5.4.1.

Genre: Top-down co-op dungeon crawler

Development Time: 9 months

BEING A LEVEL DESIGNER FOR TOBBLE SWAP

The Hub

When creating Tobble Swap, I was part of a team of 10 dedicated students who managed to pull together an entire game within 9 months of production. We worked together restlessly, meeting up weekly outside classroom hours so we could achieve our goal of creating a polished product that was both fun and unique. 

Cannon Conveyor
  • Created prototypes for over 15 different levels

  • Used playtesters' feedback to iterate upon and polish 6 levels for our final build

  • Designed and made the hub, in which players would wait for for online friends

  • Collaborated with our producer to construct a tutorial

  • Designed, programmed, and did UI for our tutorial

 WHAT I DID 

Triple Threat

 CREATING NEW DYNAMICS 

The most challenging part of creating levels for Tobble Swap was to create new and interesting dynamics given the mechanics we had. It was incredibly tempting to design new mechanics but since we had a short amount of time to create a polished game, we had to stick with what we had already made. 

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The way I went about creating new levels was to combine one or two mechanics, such as speed pads and jump pads, together in different ways and watch playtesters to see which combinations they were drawn to the most. Once I figured that out, I determined which body pieces would fit best with the level I planned to create, because our game was focused on swapping out pieces for new ones. All that was left to do after this point was playtest, iterate, and repeat. 

Castle Siege
Wheel
Speedy

MAINTAINING OUR VISION

Staying true to our game's vision was very important to our team. I kept our vision in mind every step of the way when designing, making sure my levels promoted swapping parts often and allowed the player to figure out which combination of pieces would be the most optimal for the current challenges they were faced with.

TOBBLE SWAP

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