

Steambots is a drop-in co-op puzzle platformer where the players control three robots that each have a unique ability to help navigate through a series of puzzles. Still in development, this project was based on our original game jam, created with a team of 5 members. This game won Tranzfuser 2023, and has been showcased at Insomnia 74, WASD London and Venturefest South.
My Tasks Included:
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Full ownership over level and puzzle design
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Introduction level to clearly teach game controls and mechanics
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Communicating designs with the programmer and artists through detailed documentation
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Creating unique and interesting mechanics that interact with the players different abilities
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Balancing gameplay elements for engaging levels for solo and co-op play
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Character ability design
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Project Lead/Producer




Level Design Breakdown
One of the more recent levels I designed for Steambots was for the second part of the game, set inside a bio-dome. This level was particularly special as it introduces an upgrade for one of the robots, meaning the player had to learn new mechanics.


Since all the bio-domes are circular, I started by planning a rough layout for the level. I decided to split it into two clear sections, one to acquire the upgrade, and the other to learn how it works. I used the division of the sections to create a path down the middle, allowing the player to see the exit door straight away, clearly showing the end goal.

Upon going left, the player will see a wall of vines, along with a ramp with tyre treads on, signifying that Shrinkerman will be needed to interact with this section, although at this stage they are unable to. Turning around will then lead the player to the other side of the level, where they can use all three robots to help Shrinkerman acquire his upgrade. The player is then able to walk up the wall and along the vines, progressing the puzzle and creating association with wall-walking and vines in a safe and challenge free environment.


Additional Tasks
One of my additional responsibilities was creating a short trailer in preparation for our showcase at WASD London. I captured all the footage using Unreal Engine 5’s Sequencer and cinematic camera to achieve high-quality shots. After gathering all the necessary clips, I edited the trailer in Adobe Premiere Pro, ensuring a polished and engaging final product.
Another task I completed was creating the key art for the game. I designed three versions - horizontal, vertical, and square - to accommodate different uses. The renders were captured in Unreal Engine 5, with final refinements and additions made in Adobe Photoshop. This key art was featured as a backdrop at WASD London, incorporated into the trailer, and used on our Steam page to represent the game visually.




Finally, I designed the game's logo using Adobe Photoshop.
