
Temple Run: Puzzle Adventure

Level Design
Using an internal tool, I created hundreds of Match 3 levels that used a variety of different blockers and hitting different difficulties. Aimed to showcase a variety of different shapes and playstyles within the maximum 9x9 grid.

FTUE Design
Contributed to creation of a new FTUE flow including Level 1. Introduced players to mechanics of the game with tailor-made levels that forced players into specific actions as well as hint placement and wording.

Chapter Design
Within each chapter of 'x' amount of levels, a new blocker is introduced, as well as the difficulty and which blockers are to be used throughout the chapter in order to create the best flow for engagement.

Cross Department Collaboration
With the creation of blockers I worked with engineers to make sure they are working as intended both within engine and in player facing context. Also worked with art to establish theming and to make sure blockers effectively communicated design intentions with visuals.

Blocker Design
Designed and owned the creation of new blockers introduced to the game. Wrote up specifications of how they work and their interactions with other blockers, powerups and cascading within design documentation.

Level 1000
Created Level 1000 as a tailor-made celebratory level where players are given a single option to proceed but are given fun and showy firework show using blockers and powerups to spell out 1000.