Stackhead

Bring chaos in an amusement park

PITCH:

Stackhead is a 2.5D Platformer Shooter. You play as Stackhead, a maintenance robot who works in a too-perfect amusement park. He is tired of monotony of the park, so he decides to explore the attractions, facing robots controlled by AI and bringing surprise and delight wherever he goes.

ROLE & CONTEXT

Role: Level & Narrative Designer, Level & Lighting Artist, Producer
Platform: PC, Switch | Genre: 2.5D Platformer Shooter | Engine: Unreal Engine
Team: 10 | Duration: 8 months
Project Year: 2025

TOOLS

Photoshop, Unreal Engine, Maya, Miro, Googles docs, Canva

GAME INSPIRATION

This project was inspired by Megaman 11, Mighty Goose and Kirby's Return To Dreamland. So the level design must fit with short, quick succession of challenges, permissive platformings, enemies with simple behaviours and quick and engaging combats.

MY MISSIONS

  • Design sandbox layouts to test core mechanics and support fast-paced, readable gameplay


  • Block out and refine levels to ensure smooth flow and guidance


  • Combine platforming and combat into dynamic sequences


  • Place enemies strategically and configure behaviors using designer-friendly tools


  • Balance gameplay through continuous testing and iteration


  • Set lighting to support readability, mood, and player guidance


  • Conduct playtests and integrate feedback

RESEARCH PHASE

Studying 2D and 2.5D platformer game and the book An architectural approach to Level Design to define movement systems, combat structure, camera behavior and spatial layouts.

Sketching gameplay scenarios for an amusement park setting, combining platforming and combat to create varied and engaging challenges.

LEVEL DESIGN SCOPE

  • Iterative process driven by playtesting, simplifying or removing mechanics for linear side-scrolling structure

  • Levels designed for ~30-minute playtime for young audiences

  • Fewer but progressively longer levels to ensure smooth learning curve and mastery of mechanics

  • Constraints guided pacing, readability, and encounter design

PROJECT EVOLUTION

  • Initial structure: multiple short levels with many mechanics introduced early

  • Issues identified: inconsistent pacing, mechanic overload → reduced clarity

  • Change: fewer, longer levels; simplified mechanics; improved pacing and flow

  • Result: smoother progression, clearer learning curve, better balance between platforming and combat

INITIAL STRUCTURE ———> RESULT

LEVEL DESIGN OVERVIEW

Core System: Stacking Progression


The main system evolves from shooting towards destroying obstacles to more complex fights.

Design Principles:


  • Clarity over complexity

    Simple enemy behaviors and readable situations to avoid player confusion

  • Progressive mastery

    Each mechanic is introduced in isolation, then combined and intensified

  • Rythm balance

    Alternation between platforming and combat to maintain engagement and pacing

LEVEL BREAKDOWN

LEVEL 1


  • Introduce core movement progressively

  • Teach each mechanic in isolation within a safe place

  • First combination (jump+shoot) to validate understanding

  • Reuse enemies to reinforce recognition

  • Establish core gameplay loop: move → avoid → attack

↓ Annotations on map ↓

LEVEL 2


  • Reinforce core movement and shooting under moderate pressure

  • Introduce timing & positioning challenges

  • Teach switch mode mechanic with heads (store/deploy heads)

  • Gradual enemy aggression with color cues

  • Reward exploration with detour zones

↓ Annotations on map ↓

LEVEL 3


  • Introduce walljump, aerial threats and combined enemy behaviors

  • Encourage adaptive playstyles, fast decision-making, and spatial awareness

  • Layered challenges combining movement, hazards, and combat

  • Optional paths and coins reward mastery

↓ Annotations on map ↓

ENEMY DESIGN APPROACH

  • Focus on evolution and variation of existing enemies rather than quantity

  • New behaviors emerge through combinations (e.g., turret modes, projectiles)

  • Supports readability and smooth difficulty progression

Jumper

Rusher

Header

Flyer

Jumper difficulty 1/3

Jumper difficulty 2/3

Jumper difficulty 3/3

Rusher difficulty 1/3

Rusher difficulty 2/3

Rusher difficulty 3/3

Header difficulty 1/3

Header difficulty 2/3

Header difficulty 3/3

Flyer difficulty 1/3

Flyer difficulty 2/3

Flyer difficulty 3/3

PLAYER AGENCY & REWARD SYSTEMS

  • Combat optional in most areas, players can choose playstyle

  • Encouraging exploration and movement mastery without blocking progression

Heads are:

  • In some situations an optional power scaling

  • A tool for difficulty self-asdjustment

Player can:

  • Play safe (avoid combat, minimal heads)

  • Become powerful (collect more heads)

Coins:

  • 100 coins = extra life

  • Placed in the main path and off-path area

LESSONS LEARNED

  • Iteration & readability:
    Simplifying early mechanics improved clarity and pacing

  • Target audience clarity:

    Young players require highly readable systems and gradual mechanic introduction

  • Core system scaling:

    Stacking mechanic scales from traversal to combat without increasing complexity

  • Efficient enemy design:

    Variation and combination of few enemy types maintain progression while ensuring recognition

  • Agency vs guidance:

    Optional systems support flexible playstyles but need balance to avoid disorientation

2026 Lauriane Jauze. All Rights Reserved.