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TEAM PROJECT · ACTION PLATFORMER

Moleman

Quick reflexes. Strange foes. One determined hero.

▶ Watch gameplay
CONCEPT ARTWORK
RoleLevel design & enemy AI
EngineUnity
LanguageC#
DevelopmentThree months

THE EXPERIENCE

Build the challenge. Find the rhythm.

Moleman is a 2D/3D action-platformer created over three months by a team of student game designers. The adventure follows a hero trying to rescue his captured wife, combining platforming, an interactive hub, equipable perks, and themed boss encounters.

Run-and-gun sequences, inspired by Cuphead, add a faster rhythm to the experience. Hazards, mini-bosses, and enemy combinations test movement and combat together, while power-ups let players adapt how they approach those challenges.

Run-and-gun levelsEnemy AIPlatforming

My contribution

My main responsibilities were level design and enemy AI for the run-and-gun sequences. I worked on fast-paced spaces where enemy behavior, environmental hazards, and traversal needed to function as one readable challenge.

The wider team refined character movement, physics, camera positioning, weapons, and perks. Blockout objects were used to test routes and interactions before final assets replaced them, making iteration part of the project’s level-building process.

GAMEPLAY & WALKTHROUGHS

Moleman in motion

Moleman playthrough

A playthrough of the student team’s Moleman project.

BEHIND THE EXPERIENCE

Design decisions

01

Test the route before the finish

Early blockouts made it possible to evaluate movement and level flow before visual detail was finalized. This supported changes to the spaces players traversed and the encounters they faced.

02

Make enemies part of the level

Enemy AI and placement shaped the run-and-gun rhythm. The sequences combined active threats with environmental obstacles, asking players to read the situation while continuing to move.

03

Support different approaches

The game’s weapons include distinctive special attacks, while perks offer effects such as extra health and temporary invincibility. These systems give players choices as they learn the timing and demands of an encounter.