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Pet Collector (Roblox) is a PVP game where up to eight players in a match must protect their own pet, collect coins, and hunt for other players’ pets. It's "hide-and-seek," but you hide your pet instead.

Role: Game Level Designer
Team: 
Misfits Gaming Group
Engine: Roblox Studio

Responsibilities:
  • Designed and iterated competitive arenas around one central problem: how to make players encounter one another quickly while giving players carrying vulnerable pets enough space to evade, hide, and recover

  • Prototyped and tested multiple layout variations to improve encounter dynamics, player readability, and strategic decision-making

  • Sped up level creation by relying on tools for blocking out levels, such as Archimedes and GapFill

  • Enhanced level mood and readability by set dressing using pre-existing art assets and performing lighting passes

  • Collaborated with design and engineering to develop and implement gameplay features impacting moment-to-moment play

  • Partnered with art and QA to scope assets and ensure levels met gameplay, performance, and polish standards

Levels I Designed:

PVP Level Design Goals and Principles

 

My approach to designing Pet Collector's arenas is grounded in three principles of good level design — specifically that level design should be driven by the game's mechanics above all else.

Mechanics-Driven Layout

  • What I did: Built arena layouts around readable sightlines and streamlined traversal.

  • Why: Pacing depends on players finding each other quickly — this directly supports the "hunting" half of the core loop.

Player-Controlled Risk

  • What I did: Gave players real choices — hunt aggressively, hide defensively, or risk an exposed crossing — instead of one correct path.

  • Why: The same design that lets a cautious player hide safely also gives an aggressive player a genuine risk/reward call to make.

Efficient, Iterative Build

  • What I did: Iterated quickly on geometry using playtesting feedback, reusing modular assets wherever possible.

  • Why: To keep what worked, cut what didn't, and build without wasting effort re-solving already-solved problems.

 
 

Level review guidelines:
 

  1. Is the level enhancing the pacing of the game by letting players find each other and accomplish their goals, or does the level stall the gameplay?

  2. Is the level especially playable on mobile devices?

  3. Is the level experience distinguishable from other levels already in the game, or does it not stand out?

How to Play

  1. Each match consists of 8 rounds lasting 2 minutes.

  2. Spawn in the level with your pet. Carry your pet with you or hide it somewhere.

  3. If you hide your pet, you're free to use your weapons on other players' pets. If you carry your pet, you can only run.

  4. Run around the level collecting coins to bring your score up. Your coins are stored in your pet, like a coin bag.

  5. Use your weapon to knock coins out of other pets that you find and collect them (like a piñata), raising your score. Players lose coins if their pets are hit.

  6. If another player attacks your pet with their weapon, your pet will run back to you.

  7. The player with the most coins collected wins.

 
 
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