Dodo Peak: Level Design

I collaborated with indie studio Moving Pieces to design levels for Dodo Peak, their award-winning mobile title. Working directly with the development team, I designed multiple levels from the ground up - balancing challenge, pacing, and spatial layout to create experiences that felt fair but demanding. It was my first hands-on opportunity to think about gameplay as a design problem, and it reinforced how much visual and spatial decision-making goes into shaping how a player actually feels moment to moment.

Sharp and pointy

In Dodo Peak, gameplay feels like if Frogger had a baby with Qbert. For this level I was going for death by spikes.

As you can see, it was a running theme…

Next
Next

Lands of Nedune