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.









