Project Splitstar
Overview
Splitstar is a combat-focused game where players progress through structured rooms while fighting enemies and mastering movement mechanics. I was responsible for level design, VFX, and UI. The goal was to create a clear, engaging experience built on controlled pacing and difficulty progression. The design focuses on room-based encounters where each space introduces new challenges while reinforcing core mechanics.
Features
Spatial Design & Player Flow
The level is divided into a series of rooms, each with a clear gameplay purpose. Player flow is guided through layout, enemy placement, and environmental structure rather than explicit instructions. Variation in room size and shape helps control pacing. Smaller spaces create pressure and limit movement, while larger areas encourage positioning and awareness. The layout ensures players always understand where to go while still being challenged by how to get there.
Room Design
Each room serves a clear role in the progression:
Introduction – teaches core mechanics and basic combat
Vertical gameplay – focuses on upward movement and hazard avoidance
Transition space – combines movement styles for smoother flow
Gauntlet – tests endurance and punishes mistakes
Boss arena – open space that forces constant movement and awareness
Environmental Design & Readability
The environment was designed to support gameplay clarity while maintaining visual consistency. Assets such as walls, floors, and obstacles were placed to clearly communicate movement space and interaction zones. Spacing and alignment were carefully managed to avoid clutter during combat. Curved wall elements were used to make spaces feel less artificial, and the level was fully enclosed to maintain immersion and prevent players from seeing outside the playable area.
Weapon Feedback
The weapon VFX was designed to clearly communicate player actions and improve responsiveness: Muzzle flash provides immediate visual feedback when shooting Bullet visuals were implemented as a separate system to avoid workflow conflicts while still representing the intended behavior Impact sparks reinforce collisions and make combat feel more satisfying Together, these elements ensure that shooting feels responsive and readable.
Explosion Effect
Explosion Effect The explosion was the most complex effect to create due to the lack of suitable references matching the game’s style. To solve this, I built the effect in layers: Sparks adapted from the impact system A spherical smoke burst based on a modified dust effect Fire created by adjusting the smoke system A light flash to enhance intensity This layered approach resulted in a cohesive effect that fits the visual style of the game.
HUD Structure
To keep the system organized, the HUD was divided into two parts:
Player-Focused HUD
Displays critical gameplay information such as:
Health
Ability cooldowns
Active power-ups
These elements are designed to be readable at a glance, allowing quick decision-making during gameplay.
System-Focused HUD
Displays progression-related information such as:
Current room
Score
This provides context without distracting from core gameplay.
Current room
Score
This provides context without distracting from core gameplay.
Development
Process
The level design started with layouts in Figma, followed by greybox blockouts in Unreal Engine. This allowed for early testing of navigation, scale, and movement. Playtesting focused on validating layout clarity and gameplay flow. Feedback confirmed the level felt intuitive, which allowed me to move forward with confidence. Adjustments included adding elevation, increasing difficulty in key areas, and introducing risk-versus-reward path choices.
Key Learnings
Structured pacing and difficulty progression are essential for engagement.
Room variety and encounter design keep players challenged without overwhelming them.
Greyboxing enables fast iteration.
Testing navigation and scale early prevents major redesigns later.
Player feedback is critical.
Playtesting validated design decisions and allowed confident progression to final polish.
VFX improves game feel when integrated early.
Adding effects late in production limits their impact on overall experience.
Clear UI design improves readability.
Functional clarity enhances gameplay without needing visual complexity.