Game Designer: Tavern Crawl

I was a game designer on Tavern Crawl, a capstone project during my final year of school. We had a team of 30 student developers including 4 students from the Berkley School of Music.

We built the game using: Unreal Engine 4, GitHub, and Asana.

We launched in May 2022 and by January 2023 we had 38,000 license activations and 10,000 downloads with playtime!

How I contributed:

Worked with a initial small group as a level designer. Created the initial prototype level which was pitched to industry developers to greenlight the project.

Once full development started I contributed the following:

Block-outs for the opening areas of the first level. Helped with set dressing those areas as well.

Set dressed sections of the Hub focusing on the entrances to the Toad Road and Rat Warrens.

Conducted feature research and collaborated with fellow designers to create fun core gameplay features like cocktail crafting, and Booze levels

Implemented a overhead marker mechanic via blueprints. This showed chat bubbles and exclamation points above NPC heads to help guide the player and encourage NPC conversation.

Collaborated with Art, Narrative, and Code teams and eagerly collected feedback on my work.

What I learned:

Playtesting and iteration is key but so is controlling scope. Especially as a game’s content continues to expand, this can lead to some area getting less attention then they need to really shine.

The vision for a game starts to get ambiguous across larger teams, communication and documentation become crucial to maintain a collective goal.

About the game:

Tavern Crawl is a student-made, action adventure game starring Fish, a young countryside mouse who dreams of adventure. His kingdom uses alcohol collected from the city they live below as currency, fuel for fires, and resources to craft delicious and useful cocktails. When the alcohol mysteriously dries up, Fish volunteers to leave his home and investigate where the precious resource has gone.

A full playthrough of the game can be found here.

What I would do differently:

Cut content. We created too much content to deliver a consistently polished experience. If I could go back I would advocate for cutting out the not so great levels and continue to polish ones we really nailed.

Way more playtesting! We didn’t get the game in front of enough people. General bugs, difficulty spikes, and issues with controls would have been more apparent if we had more playtesting outside the team before release.


Screenshots and design artifacts (Opening level)

Screenshots and design artifacts (Final level, other areas)

Quick presentation I made to pitch the design for the final level of the game.

I blocked out the level and it went under a big transformation for the final game while still keeping it’s major beats I initially outlined.