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Bisque Bash

This game was developed over the course of one semester for the 2025 Ubisoft Game Lab Competition.

As the team's Level Designer, my job was to create destructive puzzle levels that fit with the competition theme of Chain Reaction.

Nominated for

Best Art Direction!

Ubisoft Gamelabs 2025

Creating fun and explosive chain reactions was central to the core loop of our game. In order to create levels that provided this experience, I relied heavily on testing and iteration. 

Early levels were very small and focused. Each one was centered around different aspects of gameplay that the teem deemed important. Below are are a few of the many targeted levels I made for the first few weeks of testing

This level emphasized the player's ability to break pots with their hammer to create ramps, allowing a bomb to roll into a goal pillar.

I took all of the information I had gathered from these specialized levels and used it to start creating the main levels of the game, combining together the features and puzzles that had the most positive reception during testing.

 

Below you can see one of the final puzzles that made it into the game. It utilizes all major mechanics of the game, while also ensuring that each player has a role in solving the puzzle. 

This puzzle takes place in the second half of the level. To reach this point, players have needed to launch each other across gaps so they could stand in the correct place to begin the chain reaction.

- Player one breaks a pot, triggering a chain of dominoes

- Player two pushes a bomb, destroying a pillar that stands in the way of the dominoes, while also freeing a second bomb. 

- This triggers a chain of cause and effect. The rolling bomb destroys another pillar, which allows more dominoes to be knocked over and more bombs to be dropped. 

- The chain of events eventually knocks over a support beam, creating a ramp and allowing the players to reach their goal. ​​​​​​

This was my first time creating temporary, mechanics focused test levels before making the main levels that would actually be used in game. It was a risk due to the short amount of time that we had to create our project, but that risk definitely paid off. I was able to pinpoint which exact actions made our individual mechanics fun, allowing me to emphasize these actions in our final levels. 

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