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TOPHAT

Company

nDreams Studio Nearlight

Role

Lead Designer

Platform

Meta Horizon World

Tenure

Jan 2025 - Aug 2025 Release

Genre

FTP Multiplayer Social Battler

Game Engine

Meta Horizon Editor

Overview

Tophat is a casual Arcade Battler game made for Meta Horizons playable on Web, Mobile and Quest Vr headsets. I was tasked with creating the core Tophat Level and all Associated gameplay mechanics provided within a pitch doc by upper management at Nearlight.

Key Features

  • Perform Rock Paper Scissor Battles with other players

  • Roam the world and discover secrets

  • Acquire presents to gain currency

  • Chase and battle others to acquire their presents

  • Jump, Double Jump and Dash to Victory

Main Contributions

  • Designed the core social level from concept to release

  • Established a new workflow for Studio Nearlight to Use within Horizon Worlds

  • Collaborated closely with Engineering and Art teams to implement level assets and gameplay mechanics

Responsibilities

Designing a replayable social playground
  • Designed and iterated on level variants from pre-production through release, including integration of Meta AI into existing levels.

  • Defined level design pillars and supported the team in planning the overall direction and content roadmap of the game.

  • Developed the Horizon Level Design workflow for Studio Nearlight, streamlining practices to create a more efficient development lifecycle.

  • Led the design team workflow, establishing a flexible review schedule, mentoring designers, and managing the onboarding process to the Horizon Worlds Editor.

  • Designed core level mechanics to enable emergent gameplay within TopHat.

  • Analyzed player feedback and user heatmaps to identify data-driven iteration targets.

  • Created and maintained asset templates to ensure gameplay prefabs were functional, up to date, and fit for use within TopHat.

Documentation and communication
  • Created the TopHat GDD for Meta and iterated on it based on stakeholder feedback and the evolving requirements of the game.

  • Documented all planned gameplay mechanics in Confluence for use by the Art and Code teams.

  • Managed feature handovers between Code, Art, and Design throughout development.

  • Organized studio playtests and stakeholder feedback sessions to gather targeted insights on game progress.

  • Took on cross-disciplinary task assignment in the absence of a producer, ensuring milestone goals and deadline criteria were tracked to meet the agile timeline set by Meta.

  • Attended key meetings with Meta to relay engine feedback and request new features.

  • Managed communication between Directors and the team, relaying feedback and highlighting when feature requests were not feasible due to time or engine constraints.

Designing levels fit for multiple platforms
  • Organized play sessions and test criteria across Mobile, Web, and VR devices.

  • Tracked and reported key platform differences to ensure consistency and performance across all platforms.

Art and Code Support
  • Assisted the Code Team by providing focused testing for key persistent online features.

  • Reported Art and Code bugs to support timely resolution.

  • Maintained consistent, clear communication between departments to monitor overall game health and assess deadline feasibility.

  • Created and oversaw all handover briefs with both the Code Team and the Art Team to ensure smooth cross-disciplinary collaboration.

Moodboards

Moodboards / References

  • Create an infinitely replayable social space style level

  • Build the level around core movement and gameplay mechanics such as Dashing Jumping and Sprinting. To tage and acquire loot from battles.

  • Create a feeling of exploration and discovery

Node Diagrams

Moodboards / References

  • Create an infinitely replayable social space style level

  • Build the level around core movement and gameplay mechanics such as Dashing Jumping and Sprinting. To tage and acquire loot from battles.

  • Create a feeling of exploration and discovery

Top Down Plans

Initial Blockout

  • Create an infinitely replayable social space style level

  • Build the level around core movement and gameplay mechanics such as Dashing Jumping and Sprinting. To tage and acquire loot from battles.

  • Create a feeling of exploration and discovery

Initial Blockout

  • Create an infinitely replayable social space style level

  • Build the level around core movement and gameplay mechanics such as Dashing Jumping and Sprinting. To tage and acquire loot from battles.

  • Create a feeling of exploration and discovery

Level Iterations

Initial Blockout

  • Create an infinitely replayable social space style level

  • Build the level around core movement and gameplay mechanics such as Dashing Jumping and Sprinting. To tage and acquire loot from battles.

  • Create a feeling of exploration and discovery

Notable Iterations

  • Create an infinitely replayable social space style level

  • Build the level around core movement and gameplay mechanics such as Dashing Jumping and Sprinting. To tage and acquire loot from battles.

  • Create a feeling of exploration and discovery

Level Flowmap

Design Techniques

Level Renders

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