Project

Doodle Jump Space Chase

Casual mobile platformer, sequel to a classic IP.

Role
Game Designer
Team
~15
Dates
2017 to 2019
Platforms
iOS · Android

Context

Doodle Jump Space Chase was created and supported by a team of 15 at Hugo Games Nottingham. One of three designers on the project.

What I owned

A wide design remit: from key mechanic design and core loops to analytical reports and FTUX drop-off action plans. Most of my time was spent on level design in Unity (platforming sequences, collectable formations, simple timing-based puzzles), and on limited-time events that drove monetisation and retention.

Level design

  • Designed and established the rule-set for creating level content.
  • Outlined a modular system that lets level content be quickly recycled and adapted for new visual themes and styles.
  • Documented level “beats” and features so content doesn’t become repetitive.
  • Created and iterated layouts and sections in Unity.
Doodle Jump Space Chase level layout, scene 1ADoodle Jump Space Chase level layout, scene 1BDoodle Jump Space Chase level layout, scene 1C
Doodle Jump Space Chase level layout, scene 2ADoodle Jump Space Chase level layout, scene 2BDoodle Jump Space Chase level layout, scene 2C

Art by Josh Kubik.

Events & community content

Events as a vehicle for exclusive content without needing new levels or features.

  • Defined the purpose of Events within Doodle Jump Space Chase.
  • Created themes, scenarios, and player objectives.
  • Balanced reward tiers across casual, average, and engaged players.

Space Marshal example. A weekly 3-day event running inside the same space as the core game. Players were rewarded for shooting monsters across reward tiers, in-game items at lower tiers, an event-exclusive character outfit at the top.

Doodle Jump Space Chase event example

Other design aspects

  • High-level progress estimates for casual, average, and engaged players through the FTUX and beyond.
  • Outlining core system functionality (Gacha rewards, Consumables, Lives system).
  • Dynamic store functionality and systems that record player behaviour to present offers they’re most likely to purchase.
  • Core game loops, fine-tuning, and balancing in-game economies and systems.

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