
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:
-
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?
-
Is the level especially playable on mobile devices?
-
Is the level experience distinguishable from other levels already in the game, or does it not stand out?
How to Play
-
Each match consists of 8 rounds lasting 2 minutes.
-
Spawn in the level with your pet. Carry your pet with you or hide it somewhere.
-
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.
-
Run around the level collecting coins to bring your score up. Your coins are stored in your pet, like a coin bag.
-
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.
-
If another player attacks your pet with their weapon, your pet will run back to you.
-
The player with the most coins collected wins.


