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Student Project

Office Rush '95 — Future Edition

Game Designer & Lead Level Designer

Local Multiplayer3D SimulationUnreal Engine 5Level Design
Play on itch.io

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

Office Rush '95 – Future Edition main menu in a neon-lit office corridor1 / 6

Responsibilities

  • Led the level design process, defining the spatial structure and layout of the office environment
  • Designed player flow, interaction density, and navigation within a compact office space
  • Developed the level from early layout concepts to the final in-engine implementation
  • Ensured the environment supported task-based gameplay and social interaction systems
  • Collaborated with the game design team on balancing mechanics and refining core gameplay loops
  • Contributed to improving gameplay clarity and pacing through iteration and testing

Tools

  • Unreal Engine 5 — development
  • YouTrack — task planning & tracking
  • Google Docs — documentation
  • Atlassian — documentation & GD wiki
  • Miro — sketching & brainstorming

Research & Design Process

Moodboard analyzing Dale & Dawson, Office Simulator, and Among Us as references for Office Rush

This moodboard presents the core reference titles analyzed to define the social dynamics, environmental interaction, and chaos-driven gameplay structure of OfficeRush.

The goal of this research was to extract principles related to social tension, task-based gameplay loops, and readable interactive spaces within compact environments.

Level Sketches & Documentation

Level design moodboard collecting real office reference photos, floor plans, and rooms with interactables1 / 4

Early development began with hand-drawn level sketches to explore the structure of the office space and define the initial player flow within a compact environment — used to experiment with desk placement, corridor routes, and interaction zones so the layout could support both task-based gameplay and spontaneous player interaction.

Scrolling through the Office Rush Level Design Document in Google Docs

Alongside the sketches, a level design moodboard and structured documentation organized gameplay ideas, reference analysis, and core mechanics — establishing the foundation for the office layout, interaction density, and overall gameplay structure before moving into the blockout phase.

Layout & Development

Top-down grey-box layout of the full Office Rush level showing the overall room structure and corridors1 / 4

Development of the level began with an initial blockout phase focused on establishing the overall office layout and player movement flow. Early prototypes used plain grey-box geometry to test room structure, corridor navigation, and interaction zones, letting the layout be iterated on quickly before committing to art and lighting.

In-engine screenshot of the Taskboard area with neon signage and office set-dressing1 / 4

As the level evolved, the blockout transitioned from rough structural prototypes to a fully realized office environment, balancing player movement routes, task locations, and social interaction points. The final layout was refined with environmental set-dressing, signage, and lighting to strengthen atmosphere, improve spatial readability, and support the chaotic yet readable gameplay experience of Office Rush.

Iterations & Lessons Learned

  1. 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. 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. 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.