GAME DESIGN · ENCOUNTERS, MAPS & ITERATION

Shatterfall

A cooperative sci-fi survival game built on tile-based maps, made with a team of four. I designed the difficulty-scaling system, balanced items, and paced encounters — and helped drive the design through two full playtest-and-iterate cycles.

Role

Designer (difficulty, items, encounters)

Team

Group of 4

Method

GDD · paper prototype · playtesting

Influences

D&D · Subnautica · co-op survival

Module

Prototyping & Iterating Games Design

Result

Highest grade in the module's history

Overview

Shatterfall is a cooperative, time-pressured survival game played across a randomised, tile-based map. Players manage limited turns, scavenge and combine items, and pick classes with distinct strengths — and the map itself gets more hostile as the clock runs down.

We built it the fast, honest way: a game design document, a paper prototype, and repeated playtests that we used to tear the design down and rebuild it. My focus was the part of the experience a level designer owns — how difficulty escalates across the map, how items are balanced, and how encounters are paced.

Shatterfall was our project for the University of Portsmouth's Prototyping & Iterating Games Design module — and it earned the highest grade the module had ever awarded.

Design pillars

We set our pillars early in the GDD so every later decision could be judged against them — applying design-pillar feedback our team gathered from Subnautica's Charlie Cleveland to prevent feature creep and keep the experience focused.

Shatterfall design pillars: Intense and Strategic, Teamwork is Essential, Fear of the Unknown
// design pillars — intense & strategic, teamwork essential, fear of the unknown

Difficulty, items & encounter design

The map is the game. I designed the difficulty-scaling system that lives in the progressive tiled map, tuning the space and the threat together:

Map tile and enemy-spawn changes from iteration
// iterating map tiles, night-time enemy spawns, and status tracking

Pacing & player motivation

I designed the reward loop around short-, mid-, and long-term goals (after Celia Hodent's GDC work) so the player always has something immediate to chase and something larger to fear — collect loot now, survive the day, defeat the threat.

Short, mid and long term player motivation loops
// layered motivation: short / mid / long-term goals

Iteration & playtesting

This is the part I'd point a level-design lead to. We ran two external playtest cycles, took the feedback seriously, and were willing to restart with a new perspective each time rather than defend what we'd built.

Design process: ideation, design, prototyping, testing, iterating
// the loop: ideation → design → prototyping → testing → iterating

Why it maps to level design

Shatterfall is on a tabletop, but the work is the work a level designer does in an engine: laying out a space, pacing encounters, escalating difficulty, and rebuilding it all from playtest feedback. The reference points — D&D, Subnautica, layered survival loops — are the same vocabulary I'd bring to a narrative-driven RPG.

Sizzle reel