Yokai Parade
Game Designer & Level Designer
Overview
Yokai Parade is a 2D platformer where you rush your way to a yearly parade. In a world inspired by Asian myth, you take over the abilities of your enemies to reach the goal faster than every other yokai.
Screenshots
1 / 4Responsibilities
- Designed and structured core level layouts focused on speed, momentum, and ability-based traversal
- Developed player progression through yokai ability acquisition and level gating
- Created and iterated on blockouts to balance pacing, challenge, and readability
- Designed player decision points and risk–reward moments within levels
- Documented level structure, mechanics, and design intentions (LDD & supporting GDD sections)
- Collaborated with other designers on gameplay mechanics ideation and balancing
- Conducted playtests and implemented iteration changes based on feedback
- Coordinated with programmers and artists to ensure gameplay clarity and smooth ability integration
Tools
- Godot Engine — development
- HacknPlan — task planning & tracking
- Google Docs — documentation
- Miro — brainstorming & research
Research & Design Process

The level design direction was shaped by a moodboard of references chosen for specific structural qualities: readable challenge segmentation, momentum-driven multi-path design, and ability-driven navigation.
The goal was a high-momentum traversal experience where newly acquired yokai abilities gradually expand the player's movement options, following a rhythm of introduction, skill reinforcement, escalation, ability unlock, route expansion, and finale.
Level Sketches & Documentation
1 / 4Early level concepts were first explored through hand-drawn sketches to quickly experiment with layout structure, traversal flow, and spatial pacing.
These paper designs allowed rapid iteration before digital implementation, helping to validate player routes, obstacle placement, and ability interactions at an early stage.
1 / 3The sketches were later transferred into structured level design documentation, where layouts, gameplay intentions, and progression logic were refined prior to the blockout phase.
Layout & Development
1 / 5The level development began with an initial blockout phase focused on establishing player flow, traversal readability, and spatial proportions.
Early blockouts were used to test movement pacing, jump distances, and the placement of ability-based interactions before introducing visual detail.
1 / 6As development progressed, the level construction transitioned to a tilemap-based workflow.
This approach simplified iteration, improved layout consistency, and allowed faster adjustments to platform placement and traversal routes during playtesting.
Iterations & Lessons Learned
- 1
A Layout That Interrupted Momentum
One of the biggest things I iterated on was the overall level flow. The initial blockout followed a more linear layout that frequently interrupted player momentum and limited experimentation with newly acquired abilities.
- 2
Vertical Layering & Shortcuts
Later iterations reworked the layout with vertical layering and alternative traversal routes, repositioning platforms and adding shortcuts to reward skilled navigation.
- 3
Faster Iteration, Clearer Flow
Through this process I gained a deeper understanding of how level structure directly influences player flow, and how production-friendly tools can improve iteration speed and design flexibility.