Office Rush '95 - Future Edition
Game Designer & Lead Level Designer
Overview
Office Rush '95 - Future Edition is a local multiplayer office simulation for two players, who compete for the title of “Employee of the Month.” Whoever completes the most tasks wins - and getting the job done means playing minigames that simulate and mock the mundanity of real office life.
Screenshots
Responsibilities
- Led the level design for a compact office environment, from the first blockouts to the final in-engine version
- Planned player routes, room layouts, and where interactions would happen throughout the level
- Built the level around task-based gameplay and social interactions
- Worked with the game design team to balance mechanics and improve the main gameplay loop
- Tested and iterated on the level layout, pacing, and player flow
- Adjusted the level based on playtesting to make objectives and navigation easier to understand
Tools
- Unreal Engine 5 - development
- YouTrack - task planning & tracking
- Google Docs - documentation
- Atlassian - documentation & GD wiki
- Miro - sketching & brainstorming
Research & Design Process
For the purpose of creating the moodboard, I considered a few games which matched what I wanted OfficeRush to be like. The focus was on how the games approach communication, interaction with the environment, and chaotic gameplay in confined spaces.
Using these references, I gained insights on ideas related to social tension, task-oriented gameplay, and the manner in which players interact with the environment.
Level Sketches & Documentation
At the beginning of the development phase, I worked out some hand-drafted designs of the office area. The main goal of these sketches was to clarify the player flow in a limited area. This helped me determine the arrangement of desks, corridors, and places of interaction in such a way that this space allowed for both objective-related gameplay and informal gaming.
In collaboration with sketches, a level design moodboard and a systematic documentation compiled ideas on gameplay and reference analysis which set the groundwork for office design, interaction density, and gameplay system before entering the phase of blockout.
Layout & Development
The level development started with the initial blockout phase, which aimed to establish the office layout and player movement flow. The room structure, corridor layout, and zones of interaction of the layout were tested by developing early prototypes in grey-box geometry. Because of this, it was possible to modify the layout and change it before making the final decisions about art creation and lighting.
With the development of the level, the blockout became more than just rough cut mock-up and transformed into a complete office space containing player paths, task locations, and social interaction areas. The final layout was polished through the enhancements of the elements such as environmental set-dressing, signs, and light giving the level the right atmosphere, good spatial clarity, and interesting gameplay solutions.
Iterations & Lessons Learned
- 1
Too Open, Too Disconnected
Early blockout versions of the office were too open, which reduced player interaction and made task locations feel disconnected from one another - functional, but without enough tension or opportunity for spontaneous encounters between players.
- 2
Increasing Density
Through multiple iterations, desk placement, corridor routes, and interaction zones were adjusted to increase spatial density and encourage more frequent player overlap, creating a more dynamic environment where navigation, task completion, and social interaction naturally intersect.
- 3
Refining Clarity
As development progressed, the layout was further refined to improve visual clarity and player orientation: certain pathways were simplified and task areas repositioned to avoid confusion while still maintaining a sense of controlled chaos. The level evolved into a compact environment supporting fast task loops, social pressure, and emergent gameplay moments.