Beavertown

Developed in a week, Beaver Town is a 3D puzzle game developed during a Brackeys Game Jam. Players must rescue several villagers per level from drowning by strategically placing and using isometric blocks to navigate environmental hazards and overcome obstacles. As the Level Designer, I designed gameplay mechanics, puzzle structures, and player progression pathways. The main objective was to develop puzzles that are accessible yet engaging, promote experimentation and problem-solving, and ensure a smooth progression in difficulty.

  • Duration: 1 Week

  • Team Size: 5

  • Role: Level Designer

  • Engine: Unity

  • Created an isometric puzzle game where players control a limited number of beavers to stop a dam from bursting and flooding a nearby town. The main goal was to promote strategic thinking under time constraints.

  • Created a tile-based water system and environmental mechanics that enable players to cut trees and build dams, redirect water flow, and tackle more complex puzzles.

  • Aiming to deliver a straightforward and user-friendly gameplay experience by utilizing intuitive camera controls, easy-to-understand level designs, and mechanics that encourage players to learn through experimentation.

  • Balanced challenge and player agency by allowing beavers to outpace the spreading floodwaters, rewarding strategic thinking and keeping the gameplay light-hearted and engaging.

  • Built the level with a core objective at its centre, using environmental obstacles and pathways to direct players to the puzzle while promoting natural exploration.

  • From prototype to level design, creating a space where the player has room to breathe in a town setting.

  • Flat open spaces with strategically placed cover and hazards to create meaningful movement decisions and prevent straightforward solutions.

  • Repeatedly tested and improved the grey box layout, adjusting object placement and routes to ensure even difficulty.