
PETAL
2023 >>> 2024
Navigate an overgrown seed vault with a friend!

Platform
Windows PC
Game Engine
Unity
C#
Tools Used
Aseprite
Ableton Live Lite
Audacity
Team Size
11
Team Role
Creative Director
Level Designer
Systems Designer
Environment Artist
Music Producer
Sprint Leader

A 2D co-op puzzle platformer about a pair of newly evolved plant lifeforms discovering an overgrown seed vault and the new life that calls it home. Two players must harmonise with one another, as well as with the environments they travel through, in order to navigate the facility and find what awaits them in the outside world.
This third year university project was well-received, garnering several awards at the Falmouth University Games Expo in 2024, including the Industry Award.

PROJECT HIGHLIGHTS
A Dynamic Soundscape
The music of Petal was developed to be highly dynamic, with each layer of the backing track being tied to a specific action, such as powering a door or pushing a crate. This adaptive audio system added an immersive quality to the game where the music would perfectly match whatever the players were doing in the moment.
+ Audio
+ Design
Harmony in All Things
Petal was designed to evoke harmony in every facet of its design, from its setting, to its audio, to the puzzles themselves. As creative director, it was a great joy to oversee each aspect of the project and find ways to make the game as cohesive as it could be.
+ Design
+ Production
About Pacing
As the lead level/puzzle designer, it was largely left to me to determine the pacing of the game's puzzles and exploration. This was a great learning experience, and I picked up lots of level design tricks that helped to make playing the game a consistently engaging and enjoyable experience.
+ Design


My solution was by making traversal in Petal a decidedly two-person task. The act of platforming through the facility requires players to work together, such as by throwing each other to reach high ledges, or entering a disinfecting station together.

Working on level design for Petal was a very iterative process, with many complete levels being tested and rebuilt before landing on the final version of the seed vault in the demo.

This convenient chart made it easy to assess the possibility space of each mechanic, and served as a great jumping off point when coming up with ideas for puzzles.


We also had a segment in the official university livestream with a live demo of the game, wrote a pair of articles for The Rookies and Falmouth University, received a runners-up award at Gamesbridge student games festival, and even made a small appearance in an ITV News broadcast of the expo. What a month!

My solution was by making traversal in Petal a decidedly two-person task. The act of platforming through the facility requires players to work together, such as by throwing each other to reach high ledges, or entering a disinfecting station together.

Working on level design for Petal was a very iterative process, with many complete levels being tested and rebuilt before landing on the final version of the seed vault in the demo.

This convenient chart made it easy to assess the possibility space of each mechanic, and served as a great jumping off point when coming up with ideas for puzzles.


We also had a segment in the official university livestream with a live demo of the game, wrote a pair of articles for The Rookies and Falmouth University, received a runners-up award at Gamesbridge student games festival, and even made a small appearance in an ITV News broadcast of the expo. What a month!

My solution was by making traversal in Petal a decidedly two-person task. The act of platforming through the facility requires players to work together, such as by throwing each other to reach high ledges, or entering a disinfecting station together.

Working on level design for Petal was a very iterative process, with many complete levels being tested and rebuilt before landing on the final version of the seed vault in the demo.

This convenient chart made it easy to assess the possibility space of each mechanic, and served as a great jumping off point when coming up with ideas for puzzles.


We also had a segment in the official university livestream with a live demo of the game, wrote a pair of articles for The Rookies and Falmouth University, received a runners-up award at Gamesbridge student games festival, and even made a small appearance in an ITV News broadcast of the expo. What a month!

My solution was by making traversal in Petal a decidedly two-person task. The act of platforming through the facility requires players to work together, such as by throwing each other to reach high ledges, or entering a disinfecting station together.

Working on level design for Petal was a very iterative process, with many complete levels being tested and rebuilt before landing on the final version of the seed vault in the demo.

This convenient chart made it easy to assess the possibility space of each mechanic, and served as a great jumping off point when coming up with ideas for puzzles.


We also had a segment in the official university livestream with a live demo of the game, wrote a pair of articles for The Rookies and Falmouth University, received a runners-up award at Gamesbridge student games festival, and even made a small appearance in an ITV News broadcast of the expo. What a month!

My solution was by making traversal in Petal a decidedly two-person task. The act of platforming through the facility requires players to work together, such as by throwing each other to reach high ledges, or entering a disinfecting station together.

Working on level design for Petal was a very iterative process, with many complete levels being tested and rebuilt before landing on the final version of the seed vault in the demo.

This convenient chart made it easy to assess the possibility space of each mechanic, and served as a great jumping off point when coming up with ideas for puzzles.


We also had a segment in the official university livestream with a live demo of the game, wrote a pair of articles for The Rookies and Falmouth University, received a runners-up award at Gamesbridge student games festival, and even made a small appearance in an ITV News broadcast of the expo. What a month!

My solution was by making traversal in Petal a decidedly two-person task. The act of platforming through the facility requires players to work together, such as by throwing each other to reach high ledges, or entering a disinfecting station together.

Working on level design for Petal was a very iterative process, with many complete levels being tested and rebuilt before landing on the final version of the seed vault in the demo.

This convenient chart made it easy to assess the possibility space of each mechanic, and served as a great jumping off point when coming up with ideas for puzzles.


We also had a segment in the official university livestream with a live demo of the game, wrote a pair of articles for The Rookies and Falmouth University, received a runners-up award at Gamesbridge student games festival, and even made a small appearance in an ITV News broadcast of the expo. What a month!

My solution was by making traversal in Petal a decidedly two-person task. The act of platforming through the facility requires players to work together, such as by throwing each other to reach high ledges, or entering a disinfecting station together.

Working on level design for Petal was a very iterative process, with many complete levels being tested and rebuilt before landing on the final version of the seed vault in the demo.

This convenient chart made it easy to assess the possibility space of each mechanic, and served as a great jumping off point when coming up with ideas for puzzles.


We also had a segment in the official university livestream with a live demo of the game, wrote a pair of articles for The Rookies and Falmouth University, received a runners-up award at Gamesbridge student games festival, and even made a small appearance in an ITV News broadcast of the expo. What a month!

My solution was by making traversal in Petal a decidedly two-person task. The act of platforming through the facility requires players to work together, such as by throwing each other to reach high ledges, or entering a disinfecting station together.

Working on level design for Petal was a very iterative process, with many complete levels being tested and rebuilt before landing on the final version of the seed vault in the demo.

This convenient chart made it easy to assess the possibility space of each mechanic, and served as a great jumping off point when coming up with ideas for puzzles.


We also had a segment in the official university livestream with a live demo of the game, wrote a pair of articles for The Rookies and Falmouth University, received a runners-up award at Gamesbridge student games festival, and even made a small appearance in an ITV News broadcast of the expo. What a month!
