Soggo Zito

Break free. Defy your fate.

PITCH:

In this whimsical 2D platformer, players embody Zito, an anthropomorphic ziti pasta navigating a cartoonish Italian kitchen. The experience combines physics-based movement, environmental interaction, and playful combat to reach freedom.

ROLE & CONTEXT

Role: Game & Level Designer, Solo Developer

Platform: PC | Genre: 2D Platformer | Engine: Unity
Team: Solo | Duration: 5 months
Project Year: 2023

TOOLS

Photoshop, Unity, Visual Studio, Google docs

GAME INSPIRATION

This project blends platforming and ragdoll physics within a vintage Italian kitchen, the world draws from 1930s cartoons and Art Deco environments. Influences from Cuphead and Fleischer Studios guide exaggerated characters, playful interactions, and pastel-toned aesthetics.

MY MISSIONS

  • Prototype spatial concepts to test player abilities and core mechanics


  • Shape level layouts from concept art and narrative direction, ensuring smooth gameplay flow


  • Integrate gameplay systems into environments, iterating through playtests and design reviews


  • Design a full vintage Italian kitchen environment, balancing style and function


  • Lead playtesting sessions to refine mechanics and fix issues


  • Create immersive spaces that make players feel like a pasta navigating a colorful, cartoon-inspired kitchen

RESEARCH PHASE

Collecting visual references from 1930s–1950s cartoons, vintage Italian kitchens, Art Deco design, and nature still lifes.
Sketching and prototyping gameplay situations to explore ragdoll movement, physics and environmental challenges.
Translating findings into level layouts, interactive storytelling and visual composition.

DESIGN INTENT & VISION

Soggo Zito aims to create a playful, immersive platforming experience where players feel like a pasta navigating a colorful, cartoon-inspired kitchen. Key principles:

  • Expressive Movement: Ragdoll physics encourage experimentation and adaptability

  • Progressive Discovery: Mechanics are learned through interaction

  • Environmental Readability: Clear visual cues guide player actions

LEVEL DESIGN SCOPE

Duration: ~15-minute short experience

  • Structure: 2 main levels + boss encounters

  • Mechanic Focus: Ragdoll movement and environmental interaction

  • Difficulty: Gradually increasing while maintaining readability and player agency

ONBOARDING & PROGRESSION

Gradual exposure introduces Zito’s physics-based movement and systems:

  • Safe zones for experimentation

  • Incremental introduction of interaction, tool usage, and combat

  • Progressive combination of core mechanics


The onboarding required prioritization, as multiple systems had to be introduced within a short experience.

CORE SYSTEMS & GAMEPLAY

This visual communicates how Zito’s core systems and gameplay mechanics interconnect across levels. It also highlights the resulting player actions and interactions.
It serves as a bridge between game design systems and level design implementation.

Design Intent:

  • Encourage experimentation and mastery of ragdoll physics

  • Guide players subtly without explicit instructions

  • Foster emergent gameplay through interactive spaces

LEVEL BREAKDOWN

LEVEL 1


Learning flow:

  • Introduce movement and ragdoll behavior

  • Teach head interactions and moka pot usage

  • Validate mechanics with simple encounters

Design intention:

  • Build familiarity and safe experimentation spaces

  • Provide safe spaces for experimentation

  • Establish core gameplay loop (move → attach → interact → attack)

LEVEL BOSS LASAGNA



Arena Boss Lasagna tests combat and timing under pressure

Design intention:

  • Reinforce core mechanics and pattern recognition

LEVEL2


Learning flow:

  • Reinforce traversal and attachment mechanics

  • Introduce multiple paths and navigation choices

  • Combine movement and combat in more complex spaces

Design intention:

  • Encourage exploration and curiosity

  • Allow player-driven navigation

LEVEL BOSS MAMA



Arena Boss Mama focuses on avoidance and mastery and introduces non-violent resolution with environmental prop.

Design intention:

  • Shift dynamics, test mastery in creative ways

ENEMY DESIGN APPROACH

Elbow Macaronis

Butterfly Pasta

Spiral Pasta

Lasagna Uncle

Mama

Elbow Macaronis:

→ Passive obstacles that create constant contact risk, encouraging spatial awareness and careful navigation.

Butterfly Pasta:

→ Charging enemies that react to the player, introducing bursts of pressure and forcing quick repositioning.

Spiral Pastas:

→ Leaping enemies that add vertical unpredictability, challenging timing and control.

Lasagna Uncle:

→ A direct confrontation that tests endurance and pattern recognition through increasing aggression.

Mama:

→ Shifts the dynamic from confrontation to avoidance, requiring a non-lethal, environment-based solution to progress.

LESSONS LEARNED

  • Mastered design for physics-driven player control and ragdoll systems

  • Developed concise, readable short-level progression under time constraints

  • Improved solo workflow: iterative prototyping, playtesting, and visual storytelling

  • Strengthened skill in balancing player agency with level readability

2026 Lauriane Jauze. All Rights Reserved.