
Obsolete
Co-op Level & Gameplay Systems Design
Designed level flow, enemy pacing, and co-op gameplay systems for a third-person couch co-op action shooter built in Unity.
Obsolete is a third-person couch co-op action game set in a dystopian future, where two players pilot outdated mechs to survive waves of advanced robotic enemies. The game focuses on fast-paced combat, shared spatial awareness, and coordinated decision-making between players.
My Contribution
• Designed level layouts and encounter pacing
• Built enemy distribution and activation systems
• Designed co-op gameplay interactions and decision-making loops
• Balanced player progression (XP, abilities, difficulty scaling)
• Conducted QA and iterative tuning across gameplay systems


Problem: Co-op Clarity & Pacing in Shared Space
Designing for couch co-op introduced key challenges:
• Maintaining camera clarity for two players in a 3D space
• Preventing visual and gameplay chaos during high enemy density
• Ensuring both players remain engaged and coordinated
• Balancing difficulty across varying player skill levels
Goal: Create a system where players can act independently while still needing coordination.
Core Systems
• Enemy Activation System - Enemies activate based on player proximity, creating controlled encounter zones and preventing overwhelming simultaneous threats.
• Non-Linear Encounter Pacing - Enemy distribution and activation ranges were designed to create varied combat intensity, allowing players to control engagement flow.
• Aim Lock System - Enabled rapid target switching, allowing players to respond quickly to threats while maintaining control in chaotic scenarios.
• Co-op Dependency - Encounters were structured to encourage coordination, requiring players to adapt strategies based on enemy types and positioning.
Level Design Approach
• Designed spaces to support dual-player movement and visibility
• Structured encounter zones to guide pacing without linear restriction
• Balanced open vs constrained spaces to control difficulty and tension
• Used enemy placement to create decision points rather than scripted sequences

Progression & Balancing
• XP System - Enemies drop XP pickups, allowing players to upgrade abilities during sessions.
• Adaptive Progression Curve - XP requirements were tuned to accelerate upgrades over time, maintaining momentum and reducing grind.
• Ability System - Players choose upgrades (fire rate, reload, damage, health), introducing strategic decision-making mid-run.
• Skill vs Power Balance - Designed progression to support player skill rather than replace it, ensuring challenge remained meaningful.
System Interaction
• Enemy activation + level layout → controlled pacing
• XP + ability choices → dynamic mid-session strategy
• Co-op mechanics → emergent gameplay through coordination
Outcome
• Created a readable and controlled co-op combat experience in a shared camera space
• Enabled dynamic pacing through spatial and system-driven design
• Balanced progression to support both skill expression and player growth
• Delivered a cohesive co-op experience combining level design, gameplay systems, and progression


