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Obsolete is a third-person couch co-op action game set in a dystopian future, where two players pilot outdated mechs to survive waves of advanced robotic enemies.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

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