D-Corp(2021)

I joined Frogsong Studios in 2021 as a Level Designer intern, 3 weeks before the release of their second game D-corp. In that time I made improvements to basically every level and polished them up for the release. After that I was a key part of both DLCs that came out later, first the Addendum Update and then the Arena Mode Update, where I made new Levels and expanded upon the game mechanics from the base game. 

My work on D-corp:

  • Designing and making new levels

  • Blueprint scripting in Unreal Engine
  • Prototyping new game mechanics and game modes
  • Finding new and creative uses of already existing mechanics
  • Set dressing and lighting
  • Adding new and interesting content to an already existing game

The Addendum Update

The first free DLC for D-corp, included more levels, new customizations, and balancing. I worked with the creative director to find the gaps in the level progression and to figure out what to fill them with.

This update was made with only a small part of the whole team so new assets and game mechanics were kept at a minimum, instead using old assets and mechanics in new ways to flesh out the game experience. 

My Contribution:

  • 3 new Levels from block-out to shipping

  • Level decoration and lighting

  • Making new content using old parts

  • Filling the gaps in level progression

Acidic Falls

Design Goals:

  • New level in the middle of the Acid Biome
  • Fit in with other Acid levels while also looking distinct
  • Explore new twists or angles in already existing mechanics (Flamethrowers reloading mechanic)

Design Process

I started the design process by coming up with a new shape for the acid to flow in. The acid is the biggest part of all levels in this biome and they all come in different shapes and directions, like an acid pool, acid river, acid dam, etc. I came up with the idea of an acid waterfall which already had some assets done and used in the background of other levels. It also worked well as the main source of Scrap in the level, having it be delivered by the acid fall. And of course, I put a secret unlockable behind the waterfall which can be accessed by smashing the grates on either side.


Another main mechanic in the acid biome is the flamethrower turret, which needs fuel canisters to fire, which in turn needs to be refilled at a fueling station. No other levels have 2 flamethrower turrets which is a good start. Usually, each flamethrower comes with two fuel canisters to help with fueling the turrets, but here I only gave the players three, which makes the refueling more complicated and the canisters need to be juggled over the acid to maximize efficiency.


I choose to go for a rather flat level with only a few minor height differences for safe areas and turret placements to not overcomplicate the platforming over the big acid part of the level. I also went with a symmetrical design to put the acid fall into focus and to assist with fuel canister juggling. Since the level is symmetrical and enemies come from both sides at the same time both flamethrowers usually need to be refilled at roughly the same time, which starts off the fuel juggling I was looking for.

The Motion

Design Goals:

  • New level at the beginning of the Lab Biome
  • Fit in with other Lab levels while also looking distinct
  • Include moving platforms, which were implemented but not used in any level

Design Process

The biggest component of all levels in the Lab biome is the Recycler and the Conveyor belt coming out of it, which takes up a large part of the level. Since this is an early level in the biome I went with a simple straight Conveyor shape but I put it on a small bridge, which makes it slower to get to the other side but faster to get home again. The are also moving platforms on both the top and bottom of the level which can be used instead for riskier but faster travel


The level geometry is for the most part symmetrical but with asymmetrical elements, that can be moved from side to side wherever they are needed for the moment by using the moving platforms. The data sarcophages in the background were an unused asset I found and made into a moving blueprint in the background to add to the theme of sending stuff back and forth between the two sides of the level, which are also color-coded with green a purple lighting and assets.

The Switch

Design Goals:

  • New level in the middle of the Lab Biome
  • Fit in with other Lab levels while also looking distinct
  • Started as an alternative block-out to The Motion, but turned into a standalone level

Design Process

This design started as another version of The Motion but grew to become a level of its own. The main gimmick of this level is using the buttons in the middle of the level to switch places on the Power Pole, which is required to power the Tesla Turrets. There are 3 enemy spawns which activate two at a time. The key to this level is to quickly identify which spawns are active and to switch the Power Poles to the correct sides.

In the beginning of 2023 after a very successful in-house game jam we started playing around with making a PVP version of D-corp, which resulted in Arena mode. The old and unused biome concept of the Explosion Factory became the basis for the new game mode where players compete to collect the most scrap while surviving from each other and avoiding level hazards.

My Contribution:

  • Designing and prototyping a new game mode
  • 8 new Levels from block-out to shippable

  • Level decoration and lighting

Design process

When designing the levels I set up a few rules for myself to keep in mind:

  • Symmetry in the level design makes it feel fair and balanced for multiplayer and also makes the layout shape more memorable.
  • Keep verticality in mind, depth can sometimes be hard to tell from this camera angle.
  • Have level hazards, preferably controlled by the players
  • Make the scrap collection feel different at every level
The Furnace blockout
The Furnace blockout
Slagpit blockout
Slagpit blockout
King of the Cake first iteration
King of the Cake first iteration
Iron Beach Blockout
Iron Beach Blockout

Final Levels

The Furnace

I focused on player-controlled hazards which resulted in a valve that moves lava around. The scrap comes in from the sides so moving the lava around is incentivized to get the most scrap and as a way to destroy your opponents when they get greedy. The design itself uses radial symmetry to highlight the rotation aspect and to make the layout clear and readable.

Slag Pit

My homage to Bomberman which is a childhood favorite of mine. Scrap blocks fall at an increasing rate, which makes the level more hectic as time goes on. Blocks can be smashed by the players but also blow up with explosive barrels and enemies. Balancing scrap yield from explosion had to be done because of how effective it was compared to using the pick. 

King of the Cake

King of the hill style level. The only scrap spawn is at the top of the "cake". Explosive barrel spawners were added as a catch-up mechanic to help newly respawned players attack the "king" at the top. When the scrap is collected a new one drops, which can crush an inattentive player. The top a dangerous place, but also the only place with scrap. Risk Reward.

Factory

Inspired by the Factory of Doom trope.
I went through a lot of iterations designing a compact and readable shape for the belt that showcased the machinery. The hammers were hard to read when they smashed from the top or bottom and the "forge" used to be two machines which I combined into one to save space.

Iron Beach

Another level where I play around with player-controlled hazards, but now the players can lower down the safe spaces when the lava wave comes in. The lava wave also brings in the scrap, which makes it the most dangerous and lucrative place to be. Explosive enemies spawn from the sides to remove safe places from the level.