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
1 / 6Responsibilities
- 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

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
1 / 4Early 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.

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
1 / 4Development 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.
1 / 4As 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
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.