CI Chris IredaleGame Design
Plate 04 Discipline / Level Design 03 Projects Co-op · Open World · 2D

Level
Design

Spaces that teach themselves — co-op puzzle boxes, open worlds, and platforming gauntlets.

FIG. 04.1 — LUCKY DUCKIESCO-OP PUZZLE LEVELS
Co-op Puzzle Levels Unreal 5.5 PC · Mobile Team 53

Lucky Duckies

An Overflowing Bathroom, One Room at a Time

Two rubber-duck parents must work together across a flooding bathroom — every space is a puzzle box built for two players.

  • Levels stage co-op beats — spin water wheels, raise platforms, and launch each other through bubbly obstacle courses that demand shared timing and position.
  • Each puzzle solved transforms the home, unlocking new rooms and bending the room’s physics to escalate the next challenge.
  • Difficulty curves from playful onboarding to over-the-top bath-time chaos, keeping two-player coordination legible at every step.
FIG. 04.2 — QUEST FRIENDSOPEN WORLD · SOLO
Open World & Town Flow GameMaker Solo

Quest Friends
Forever

A Rewildable Mountain Forest

A magical mountainside, stripped of its magic by past adventurers, that players slowly restore — its spaces opening up as the world heals.

  • Town-upgrade, day/night, and weather systems reshape how the world reads and routes the player over time.
  • 24 NPCs seed quests that pull players across the map, turning traversal into a web of intentions.
  • Designed for solo pacing — exploration, farming, and combat zones balanced into one cohesive loop.
FIG. 04.3 — BFF2D PLATFORMING
2D Platforming World Unity · Corgi

BFF

Traversal as Story Delivery

A 2D platforming world where what you collect — and where it sits — gates the story’s emotional reveals.

  • Item placement across the world is paced to feed the AI-training narrative beat by beat.
  • Platforming routes double as a delivery system for character and worldbuilding moments.