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Beaver Quest

Level Designer · 5-person team · Sep–Dec 2024 · SMU Guildhall GameLab

A 2D top-down puzzle game built in Unity by a 5-person team (codename Eden V). Players control a beaver rebuilding dams across a forest, pushing cubes onto pressure plates to open gates and collect wood. My formal role was Level Designer, but on a team this small I also led stakeholder discussions, drove the initial mechanic and theme design, and rode herd on milestone deliverables.

Built across a four-month production cycle from prototype through launch.

Beaver Quest key art
5Person team
3Levels designed
6Milestones shipped
4Month cycle

Designed three levels end-to-end

Built Levels 1, 4, and 5 in Unity: the onboarding tutorial level, the cube-reuse difficulty spike, and the final puzzle climax. Owned each from whitebox through art-passed final.

Led stakeholder discussions

Acted as the team's primary stakeholder-facing voice for design reviews. Translated feedback into actionable changes and brought decisions back to the team for execution.

Drove initial mechanic and theme design

Played a primary role in the early ideation phase that landed on the beaver-and-dams theme and the cube/pressure-plate core loop. Helped the team converge from a wide pitch to a single coherent direction.

Owned milestone deliverables

Oversaw turn-in of most milestone assignments, tracked teammate task completion against deadlines, and kept us on the rails through Pre-Production, Vertical Slice, Alpha, Beta, and Launch.

Cross-cultural collaboration

Worked with a team of teammates from different countries with different native languages. Built a communication style that prioritized clarity, repetition, and confirmation over speed.

Playtested and iterated

Sat through stakeholder reviews of my levels early and often. Used the feedback to escalate puzzle complexity without losing the relaxed, low-pressure tone the team wanted.

Each of my three levels had a specific job in the difficulty curve: teach, escalate, and culminate. Top-down captures from the final build below.

Level 1 first section: linear corridor teaching basic movement

Level 1, Section 1 – Teaching the basics

An easy-to-follow linear path forces the player to interact with each tutorial prompt in order: move, pick up a cube, place a cube. No optional branches, no opportunity to skip the lesson.

Level 1 second section: first mini-puzzle and dam-building intro

Level 1, Section 2 – First puzzle, first dam

The second half introduces the wood collection loop and the dam-building payoff. Designed to be solvable in as few moves as possible so a brand-new player still feels smart.

Level 4 opening: three back-to-back cube reuse puzzles

Level 4 – Cube reuse, hard

Opens with three back-to-back puzzles that force the player to reuse the same cubes to progress. The mechanic has been simmering since Level 1, this is where it finally gets pushed to its limits.

Level 4 finale: introduction of triple pressure plate mechanic

Level 4, Finale – Triple pressure plate intro

The last section introduces the triple-pressure-plate mechanic in a controlled environment. Player gets one clean encounter with it here so Level 5 can lean on it without being unfair.

Level 5 opening: the optional 'starter cube' optimization puzzle

Level 5, Section 1 – The starter cube

The hardest puzzle in the game. Players who notice they need the very first cube from the level entrance save themselves a long backtrack later. Designed as an optional optimization, not a hard gate, to reward attention without punishing the rest.

Level 5 finale: dual triple-pressure-plate puzzle climax

Level 5, Finale – Double triple pressure plates

The climax. A triple-red and triple-blue pressure plate sequence that uses nearly every cube in the level. Built as the game's biggest "I figured it out" moment before the final dam.

Unity Perforce Confluence Miro Microsoft Office Slack
  1. Stakeholder iteration kills ego. Reviewing my levels with our stakeholder every week meant I never got too attached to any single puzzle layout. Cuts and rebuilds became routine instead of painful. The levels are better because I stopped defending them.
  2. Cross-cultural communication is a real skill. Most of my team came from a different country and spoke a different native language. Once I started prioritizing clarity and confirmation over speed, the team got faster, not slower.
  3. Playtest earlier than you think. Near launch we found a critical bug in Level 1 that should have been caught weeks earlier. As the level's designer I owned that miss. The next two projects I worked on, I scheduled playtests into the sprint calendar by default.
  4. Difficulty curves are budgets, not slopes. Designing Levels 1, 4, and 5 forced me to think about how each mechanic gets introduced, escalated, and finally combined. Every new system needs at least one safe encounter before it carries real weight.
  5. Process beats heroics. Our biggest milestone misses came from skipped Perforce hygiene and inconsistent naming conventions. By the end we ran a daily 5-minute submit/pull check at the start of every lab. The fix was boring. It worked.

Beaver Quest was the first project where I owned stakeholder-facing communication. The weekly review cadence I learned on a 5-person team carried directly into stakeholder reviews on a 27-person team (Kila: Hourbound) and a 54-person team (HardDriverz) the following year.

  1. Stakeholder communication. Ran weekly design reviews with the project stakeholder. The workflow is the same as milestone reviews with a publisher: capture feedback, convert it into tasks the team can act on, close the loop the following week.
  2. Scope discipline. Three levels meant constant decisions about what to cut to keep quality high. That decision-making is the same one producers make at every scope review.
  3. Cross-cultural team management. Built a communication style for a team where most members spoke a different first language. Directly applicable at any studio with distributed or international teams.
  4. Owning the deliverable, not just its content. I designed the levels and made sure they were checked in, integrated, and visible in the build before every stakeholder review. That coordination layer is the producer's job on a larger team.