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KILL CRAB

Company

Tumbleweed Games (Indie)

Role

Level Designer

Platform

PC / Steam

Tenure

Jan 2023 - Jul 2023

Genre

Singleplayer Horde FPS

Game Engine

Unreal Engine 4

What is KILL CRAB

KILL CRAB is an Arena FPS inspired by DOOM and Bioshock 2. I worked on this as a Level Designer creating 3 of the main Combat Arenas including the Manta Mine, the Crust Station and Driftwood.

Features

  • Survive Waves of Evil Crustaceans

  • Complete Areas and gain access to new weapons and abilities

  • Use consumables to replenish your health and ammo

  • Jump and Dash away to safety with underwater gravity

  • Slow down time for perfect accuracy

Main Contributions

  • Designing Manta Mine | Crust Station and Driftwood from concept to release

  • Supporting our 3D artist in the creation of gameplay props

  • Performing environmental storytelling to build upon the games narrative

  • Collating playtest data to perform key iterations to level segments

  • Balencing gameplay and level difficulty within each section

  • Creating gameplay mechanics in the form of Exploding Barrels, Bubble Jumps and Aoe explosions for the cannon weapon

  • Creating VFX for each of the weapons within the game

Kill Crabs Iterations

KILL CRAB is an Arena FPS inspired by DOOM and Bioshock 2. I worked on this as a Level Designer creating 3 of the main Combat Arenas including the Manta Mine, the Crust Station and Driftwood.

Over the course of the development of Kill Crab maps went through several iterations via player feedback and public playtest feedback data. This data was then used to resized and redesign areas such as the Manta Mine flank paths and the Crust Station terrrain paths in order to make movement and interaction with the environment more fluid to accommodate for a more hectic and fast paced gameplay fitting of an arcade shooter. This combined with consistant tweaking to enemy spawn locations per map allowed me to adjust the desired experience for each combat zone and focus gameplay around key landmarked areas of the levels.

Responsibilities

    • Creating template level for a maximum level city to showcase gameplay at higher progression levels feature all unlockable elements and a perfect start rating.

    • Creating a sand biome template to allow a quickstart for users to make their dream sandy village and play with the unique desert biome requirements such as sandstorms.

    • Creating a Grass biome template to allow a quickstart for users to make their dream tropical island. Accompanied with volcano hazards.

    • Creating a snow biome template to allow a quickstart for users to make their dream winter wonderland complete with avalanches.

    • Creating bespoke trailer island templates to be used when recording footage

    • Communicating with branding and marketing teams to define trailer requirements

    • Assisting teams in playthroughs and Apple Vision Pro Headset controls to record high quality footage and achieve high quality renders

    • Creating documentation on the functionality of gameplay mechanics

    • Iterating on proposals to adapt VR based mechanics to Mixed Reality

    • Documenting processes and workflows in order to map the future workflow of projects

    • Communicating with Apple stakeholders in feedback meeting and answering questions based on the design direction of the game

    • Communicating with the original developers Purple Yonder in catchup meetings adressing feedback received

    • Optimising 3d models for Apple vision pro by reducing poly counts.

    • Optimising code to remove dependencies not used within mixed reality.

    • Adjustments of Ui colour to improve accessibility.

    • Providing feedback and reviews with Artist to maintain visual fidelity with the original title.

    • Providing feedback and check ins with the code team to maintain consistent functionality across all Little Cities titles.

    • Creating regular builds via Xcode for internal and external playtesting

    • Optimising 3d models for Apple vision pro by reducing poly counts.

    • Optimising code to remove dependencies not used within mixed reality.

    • Adjustments of Ui colour to improve accessibility.

    • Providing feedback and reviews with Artist to maintain visual fidelity with the original title.

    • Providing feedback and check ins with the code team to maintain consistent functionality across all Little Cities titles.

    • Creating regular builds via Xcode for internal and external playtesting

Manta Mine

Level Overview

Manta Mine is comprised of cavern mines where verticality is a key feature, with mine shafts offering opportunities to descend and evade enemies, as well as jump paths to ascend. The open areas provide a broader view of side paths, which are interconnected by smaller routes.

Responsibilities

  • Full Layout from concept to Release

  • Iterations based on data driven feedback

  • Mockups and layout of gameplay activities within space

  • Implementation of environment art assets and props

  • Responsible for implementation of gameplay elements and level environment scripting i.e. checkpoint triggers explosive barrels and weapon unlocks

Level Design Goals

  • Create an open combat arena favouring fluid movement and allowing for rapid rotation between key distinct landmarks.

  • Tell a visual story via environmental storytelling  to make the level feel grounded and immersive.

  • Create an arena that account for aerial enemy spawning as well as fluid ai pathing

  • Maintain the theme of an underwater cowboy arena

Level Element breakdown

  • Open Cavern Mines

  • Verticality for mine shafts

  • Ability to drop down and escape enemies

  • Jump Paths to climb up

  • Ability to view side paths from open areas

  • Open Areas linked by smaller paths

  • Huge broken landmark central bridge

  • Bowl like structure with a open interior and a outer path with lots of cover

  • A balence of enclosed and exposed spaces

  • Strong leadling lines towards key combat zones

  • Valve and gate design upon entry of the area

Layout Moodboards

To inform the visual language and spatial structure of this level, I gathered references from a range of games and real-world environments that emphasize enclosed spaces, scale, and player navigation.

References

  • Elden Ring: The crystalline caverns in Elden Ring served as a key visual reference for achieving a sense of grandeur within a fully enclosed environment. These spaces demonstrated how verticality, silhouette, and material variation can create awe without relying on open vistas.

  • Real-World Underwater Caverns: Real underwater cave systems were referenced to ground the layout in believable natural formations. This helped ensure the space felt immersive and coherent while avoiding designs that would break player suspension of disbelief.

  • Warhammer Vermintide: Vermintide was particularly influential due to its genre similarity to Kill Crab and its frequent use of cavernous, enclosed combat spaces. The game provided strong examples of how to organically connect large areas, as well as how lighting can be used to subtly guide players and reinforce critical paths.

  • Deep Rock Galactic: Although primarily procedurally generated, Deep Rock Galactic offered valuable insight into the design of large combat arenas with high ceilings. These spaces effectively convey scale and make the player feel small, while remaining fully enclosed an approach I adapted for key encounters within the level.

Gameplay Moodboard Objectives

  • Hazardous Zones: Specific areas of the arena were made more or less appealing through the strategic placement of explosive barrels, combined with spatial layout and shape language. Sharper, more jagged, and restrictive spaces are used to subtly discourage player movement in certain directions, while still maintaining player agency.

  • Valve and Gate Entry: The initial entrance to the arena is integrated into a valve-and-gate mechanism. Once the player enters, the arena becomes a closed space, preventing retreat until the encounter is completed and reinforcing the sense of commitment and challenge.

  • Multiple Interlinking Paths: The level is designed to be non-linear, with multiple interconnected routes that players can traverse using jumping and double-jumping. These paths overlap and reconnect rather than existing as isolated lanes, supporting fluid movement and spatial awareness.

  • Shortcuts and Flanking Routes Through Gameplay Mechanics: Shortcuts and flanking opportunities are intentionally placed to encourage use of core movement mechanics such as dashing, time slow, and double jump. Given the game’s fast-paced combat and AI spawn system, players are able to reach any visible location, reinforcing responsiveness and freedom of movement.

  • Encouraging Emergent Gameplay by Reducing Hard Boundaries: Hard boundaries within the main gameplay space were minimized to promote experimentation and emergent strategies. By allowing players to test different approaches and discover advantageous positions, the level empowers player choice and rewards mastery of the movement system.

Flow Diagrams

In terms of level flow, it all begins with a single entrance leading to a vast open zone. There are side vertical connections leading to two distinct mine shafts that wind around to the next expansive open zone. The loading zone presents two connector gates, offering players various options and environmental challenges. The cavern zone serves as a hub, connecting all sub-paths and leading to the objective zone. Players can secure the loot chest and then choose from multiple potential paths to return to the hub level.

Explanations

  • Concept 1: Non-Linear Interconnected Layout: This concept explored a non-linear layout where all major areas are interconnected, allowing players to move freely between spaces. An anchored exterior path was included to act as a consistent navigational reference, giving players a reliable route to follow if they became disoriented or needed to regain positional advantage against enemies. Ultimately we decided to take this design further as it would inspire consistent movement in players.

  • Concept 2: Semi-Linear Layout with Mine Shaft Flanking Route: This iteration focused on a semi-linear structure, incorporating an enclosed mine shaft intended to support escape routes and flanking manoeuvres during combat. While the concept offered interesting tactical possibilities, it was ultimately discarded due to the added complexity it introduced for the existing AI systems.

  • Concept 3: Linear, Combat-Focused Layout: The third concept explored a more linear design centered around condensed combat spaces connected by narrow corridors. These transitions were intended to break up pacing and provide temporary relief or escape opportunities. This approach was rejected, as it conflicted with the goal of maintaining consistent pressure and encouraging continuous movement throughout Manta Mine.

Top Down Plans

Top down plans were created from the selected node based designs. These were then refined and iterated upon to outline verticality, key structures. objective locations and landmarks whilst considering player visibility with predicted sightlines and determining the optimal level flow to fit concisely with the movement mechanics present within Kill Crab such as using a dash, double jump, ground slams, booster jumps and minecart riding to traverse the level in fun and creative ways.

Top Down Plan reflections

  • Top-Down Plan V1: The initial layout proved to be overly open and exposed based on early playtest feedback. Players frequently felt overwhelmed during combat, which highlighted the need for greater spatial control and defensive opportunities. These issues were addressed in subsequent iterations.

  • Top-Down Plan V2: The refined layout introduces additional sight blockers and vertical variation to better manage combat readability and player pressure. Elevation changes provide clearer escape options, while added leading lines draw the player’s attention toward the central bridge landmark, reinforcing it as a key navigable space.

  • Top-Down Area Map: The level is divided into five core areas, each supported by distinct environmental storytelling. This helps players orient themselves within the space and maintain spatial awareness during fast-paced combat encounters.

  • Top-Down Sight Lines: The central region and exterior paths are designed as elevated zones, granting strong sightlines across the level. This positional advantage is balanced by increased exposure, creating a clear risk–reward dynamic.

  • Top-Down Player Paths: Player flow is guided through a primary “golden path” leading toward a central elevated location, supported by an exterior looping route. A moving minecart along the outer path acts as a visual anchor, drawing the player’s eye and subtly reinforcing navigational direction.

Blockout

Whilst each area is meant to be different and unique to each other these must all share an identity as part of the same world to avoid the suspension of disbelief. I gathered a large quantity of references to fall back on for inspiration while designing these spaces.​

References

  • No Mans Sky: No Mans Sky has environments full of colourful vistas with unique landmarks and focal points for players to gather round.

  • Astrobot: Astrobot has a wide range of environments that use platforming as a fun traversal method we could incorporated various jump puzzles / secrets that could be accessed via the use of the jump mechanic.

  • Astroneer: Astroneer has alien like environments with lots of vibrant colours it seems to use a lot of folly assets such as trees and rocks to break up the environment and make traversal more interesting.

  • Rock Gardens: Rock gardens typically have winding paths full of nooks and crannies alongside distinct landmarks the paths.

  • Disney / Ghibli Aesthetics: Landscapes and environment art from Ghibli esque titles and Disney rarely use sharp angled shapes favouring more natural forms and designs to be more comforting and appealing.

Crust Station

Level Overview

Crust Station offers an expansive, open-style map featuring large structures, imposing rocks, and captivating background assets. Verticality is achieved through the presence of train debris and natural rock formations. The map design leads players along track paths that converge toward a central objective, creating a dynamic experience that starts from an elevated position and descends to a lower elevation as they progress. There are also flanking and side paths strategically placed for players to discover shortcuts and utilize jump paths across the debris.

Responsibilities

  • Full Layout from concept to Release

  • Post Release Iterations based on data driven feedback

  • Mockups and layout of gameplay activities within space

  • Responsible for implementing environment art assets to replace blockouts blocks

  • Responsible for implementation of gameplay elements and level scripting such as level checkpoints weapon locations and explosive barrels.

Level Design Goals

  • Create a semi linear arena with 2 key levels of combat verticality .

  • Soft Valve and gate locations where players can descend to lower verticality to avoid intense combat situations.

  • Convey the theme of a western railway route and train stations enveloped by the land.

  • Create a balance of open and enclosed spaces to motivate movement via "Secure" and "unsecure" landmark locations.

Level Element breakdown

  • Semi Open map with large structures/rocks and background assets

  • Verticality from train debris and rock formations

  • Leading track paths towards a central objective

  • Enter from elavated position and down to objective at lower elevation

  • Flank and side paths for Players to find shortcuts

  • Jump paths along debris

  • Distinct landmark locations in the water tower , Train station and Supply depot

Layout Moodboards

To inform the visual language and spatial structure of this level, I gathered references from a range of games and real-world environments that emphasize the use of effective leading lines via the use of train tracks and debris.

References

  • Collapsed Train Station Concepts: I gathered real-world reference imagery from train hubs to inform the layout and structure of the track system. These references helped me design routes that naturally guide the player’s eye while maintaining a sense of immersion and believable scale.

  • Red Dead Redemption 2: I studied how Red Dead Redemption 2 structures its core landmark buildings such as train stations and water towers and how it uses surrounding space to frame landmarks, establish sightlines, and support player navigation.

  • Team Fortress 2 & Plants vs. Zombies: To complement the more grounded references, I analysed Team Fortress 2 and Plants vs. Zombies to understand how stylized games handle pathways, visual readability, and interconnected flank routes within a western-inspired setting. These references helped balance clarity and gameplay flow with a less realistic art style.

Gameplay Moodboards Objectives

  • Verticality is established through layered canyon paths and environmental debris, creating multiple elevation changes for movement and combat.

  • Large, open landmarks are contrasted with narrower connecting paths to control pacing and create moments of compression and release during traversal.

  • The level follows a Team Fortress 2–style payload layout, featuring a longer, more refined golden path with clearer hard boundaries to guide player flow.

  • Environmental props such as rocks, train cars, and crates are strategically placed to provide readable, consistent cover throughout combat spaces.

  • Flanking routes are supported through vertical routes and bubble jumps, encouraging alternative approaches and player expression.

  • Players are encouraged to vertically rotate out of difficult combat encounters using enclosed, linear spaces that provide safe repositioning without breaking flow.

Flow Diagrams

The level flow of Crust Station features a three-laned approach, with two flanking train track paths that connect to open areas just before reaching the train depot. Crust Station also allows for freedom of movement  by using dividing rocks and debris, allowing for more free-form movement and exploration. All these paths eventually lead to the train depot at the end, introducing verticality in the final area through overlooks, towers, and opportunities for traversal over train debris and rocks.

Flow Explanation

  • Concept 1 – Selected: Linear Shortcuts

    • This concept focuses on a primarily linear map flow with clear, point-to-point combat encounters. Players can bypass or reposition around obstacles using strategically placed bubble jumps, introducing vertical shortcuts while preserving strong control over pacing and encounter structure.

  • Concept 2 – Unused: Semi-Linear

    • This concept explored a semi-linear layout with more free-flowing movement between objectives. It emphasized longer sightlines and looser spatial constraints, allowing for greater player choice at the cost of reduced encounter control.

  • Concept 3 – Unused: Multi-Path

    • This non-linear design, inspired by Manta Mine, emphasized open and exposed spaces with multiple interconnected paths and avenues of approach. While it encouraged exploration and varied engagements, it was ultimately less suited to the intended gameplay pacing and readability goals.

Top Down Plans

Top down plans were created from the selected node based designs. These were then refined and iterated upon to outline verticality, key structures. objective locations and landmarks whilst considering player visibility with predicted sightlines and determining the optimal level flow to fit concisely with the movement mechanics present within Kill Crab such as using a dash, double jump, ground slams, booster jumps and minecart riding to traverse the level in fun and creative ways.

Top Down Plan Reflections

  • Top Down V1: The initial top-down plan focused on a linear layout built around a winding central path, establishing the core flow and sequence of combat encounters.

  • Top Down V2: The second iteration refined player space and overall scale after early playtests revealed the area felt too expansive. Adjustments were made to improve pacing, readability, and engagement density.

  • Top Down Area Map: The layout was divided into five key area zones, each featuring a distinct landmark to improve navigation, visual variety, and spatial memory.

  • Top Down Sightlines: Areas highlighted in dark grey represent navigable vertical spaces. These positions allow players to survey the environment and gain advantageous sightlines over the map, balanced by increased exposure to enemy fire.

  • Top Down Player Paths: Players are guided along the golden path toward vertical spaces that provide a vantage point over the map. From there, they are presented with a choice: descend to follow the guiding train tracks or continue forward along the cliff face, supporting player agency while maintaining controlled flow.

Blockout

Whilst each area is meant to be different and unique to each other these must all share an identity as part of the same world to avoid the suspension of disbelief. I gathered a large quantity of references to fall back on for inspiration while designing these spaces.​

References

  • No Mans Sky: No Mans Sky has environments full of colourful vistas with unique landmarks and focal points for players to gather round.

  • Astrobot: Astrobot has a wide range of environments that use platforming as a fun traversal method we could incorporated various jump puzzles / secrets that could be accessed via the use of the jump mechanic.

  • Astroneer: Astroneer has alien like environments with lots of vibrant colours it seems to use a lot of folly assets such as trees and rocks to break up the environment and make traversal more interesting.

  • Rock Gardens: Rock gardens typically have winding paths full of nooks and crannies alongside distinct landmarks the paths.

  • Disney / Ghibli Aesthetics: Landscapes and environment art from Ghibli esque titles and Disney rarely use sharp angled shapes favouring more natural forms and designs to be more comforting and appealing.

Drift Wood Town

Level Overview

Driftwood was designed as the key hub zone in order to link all 3 other areas together to act as a nexus for player movement some of the key level design thoughts behind creating this area are as follows Hub Style map used to link the three main areas together.

The map boasts verticality thanks to prominent rock formations and strategically placed key structures. There are train tracks that guide you to the mine and train level, while the outlaw camp stands in opposition. You can also utilize these rock formations as alternate pathways and discover shortcuts for efficient navigation, especially when revisiting previously explored terrain.

The final stage of the level results in a boss battler with the flying minigun boss the Nugget Nibbler meaning the space is design for the player to fight a powerful aerial enemy while simultaneously fending off hordes of evil crabs.

Responsibilities

  • Full Layout from concept to Release

  • Iterations based on data driven feedback

  • Mockups and layout of gameplay activities within space

  • Responsible for implemntation of environment art assets such as props

  • Responsible for implementation of gameplay elements and level scripting