Neko Moto
A team-developed 2D action platformer focused on readable progression, tutorial flow, trap placement, and fast-paced action-platforming.
Overview
Neko Moto is a team-developed 2D action platformer. I worked on level design with an emphasis on clear onboarding, readable routes, and spaces that support the game's movement and combat systems.
Design Goals
My goal was to introduce mechanics through a safe-to-dangerous learning curve, build readable platforming challenges, and create level sections that fit the team's combat, movement, and pacing goals.
Official Trailer
Screenshots
From Shared Idea to Shippable Level
Neko Moto was developed as a collaborative project. My level design process began inside the team's broader concept exploration, then moved through sketching, whiteboxing, playability testing, iteration, and final aesthetic integration. At each stage I used the team's feedback and hands-on playtests to refine movement distances, teaching moments, combat spacing, route clarity, and challenge pacing.
Team Brainstorming
The team began with divergent thinking rather than committing immediately to one solution. We explored possible genres, movement systems, characters, themes, combat styles, visual directions, and technical constraints. I contributed level-design questions about how the player would move, learn mechanics, read danger, and experience challenge across the environment.
Concept Selection & Sketches
After comparing the team's ideas, we narrowed the project toward a 2D action-platformer concept. I used quick sketches to test how the chosen movement and combat ideas could become level situations: vertical gaps, wall-to-wall traversal, platform sequences, enemy positions, and spaces that teach mechanics before demanding mastery.
Whitebox
I translated the selected concepts into simple Unity geometry. The whitebox focused on the playable fundamentals: jump distances, platform heights, route length, enemy spacing, safe recovery areas, and the order in which mechanics were introduced. Keeping the level visually simple made major layout changes fast and inexpensive.
Playability Validation
Once the route was playable, I tested whether players could understand the intended sequence without explanation. Playtest observations led to repeated adjustments in jump timing, platform visibility, checkpoint rhythm, enemy placement, tutorial messaging, and the amount of room available for combat and recovery.
Final Aesthetics
After the gameplay structure was stable, the team integrated the finished city environment, lighting, signs, props, backgrounds, and visual effects. I worked within that collaboration to preserve the tested level metrics and maintain clear playable surfaces, readable routes, enemy visibility, and tutorial communication while the whitebox became a finished scene.