Vetrix Worlds
Made with a team of 3 designers
Interned at Vagabond for 1 year and a half as a Game Designer.
Spent a year on Vetrix Worlds from production to release.
Role : Game Designer
Vetrix Worlds
A VR puzzle game inspired by Tetris. As a Game Designer, I joined mid-production and was responsible for designing the campaign across 5 different worlds, creating 25 puzzles. The design process involved initial paper sketches to set puzzle intentions, followed by data refinement in Excel for macro progression and balancing.
Core responsibilities :
- Puzzle Level Design : Designed and balanced every puzzle of the solo campaign (25).
- Tech Design : Integrated and tweaked the puzzles in Unity using tools designed with programmers.
- QA Testing : Switched to QA testing during the latest parts of production.
Puzzle design
Overview
Designing the puzzles of Vetrix Worlds was a process that required me to be creative and flexible in my use of gameplay mechanics. Here's a more straightforward look at how it went:
The game's core was set, inspired by Tetris, but expanded into 3D VR. Players stack blocks on a 3D grid to clear lines and score points. My job was to design 25 puzzles across five worlds without changing the core gameplay, focusing instead on adjusting variables like grid size, block types, special elements, time limits, and objectives.
Challenge and constraints
Limited by budget and time, I had to work with what was already there rather than add new features. This meant creatively using existing game elements to design puzzles that would feel fresh and offer varied challenges.