Bedtime Bash

Hack & Slash

Design Pillars


  1. (W)RECKLESS COMBAT

  2. HACK & SLASH

  3. DREAM FEEL


ROLE


Game & Level Design




DATE


Oct, 2023

This project was the second out of three games developed during my DADIU semester. What makes Bedtime Bash particularly notable in my portfolio is its strong focus on iterative and methodical level design.


I worked as the primary level designer, taking the levels from early hand-drawn sketches to LEGO prototypes, greyboxing, and finally full implementation in Unity. This process helped us test flow, scale, readability, and gameplay pacing throughout development.


For the final levels, we combined Unity’s Terrain Tool with static ground assets. The terrain was mainly used for shaping the environment and edges of the map, while the playable ground was built using static geometry to ensure smoother and more reliable player movement.


In addition to level design, I also contributed to physical prop creation, helped design the player’s weapon, and handled final level polish by improving environmental consistency and ensuring assets were properly grounded and visually cohesive


The Process