Pick Some Axe
3D Platformer Collectathon made in Unity
| Level Design | 13 person team | September 2025 - May 2026 |
| Level Design | 13 person team | September 2025 - May 2026 |
Delve into the depths as Joe Miner in an epic 3D platformer-collectathon with a unique spin on the genre. Follow the way of the mole by digging through the earth, smash pesky Pebblets with your trusty pickaxe, and use your sizable gut to overcome obstacles.
My first task on the project was creating a tutorial level that teaches the player their core abilities. I did this by having small enclosed moments with little danger for the player to test their ability before entering a larger encounter with more risk. This level came to be the Mines.
Following the Mines I worked with fellow level designer Steven Bruns to iterate on visual designs I had developed for the next 2 levels of the game. Later I made more refined visual documents for the Grove and Mantle levels for designers to work with. Following this I worked primarily on iterations for the Mantle, getting it to a point that was easy to navigate for players.
First I made a visual document as the basis for the level, traversing through walled layers and making your way towards the core. This iteration felt too linear and had a lot of open space that caused lackluster moments of walking.
Working with the team a new concept was developed that allowed for an openness that still guided the player along a forked path as to keep them moving forward.
This was iterated on further in another visual document that I made to show off elevation and key points of interest. Small changes were made every week through players testing the level to iron out grievances.
Eventually I arrived at the state the Mantle finds itself in today. An open cavern with multiple interesting routes to explore, all with valuable resources and dangerous enemy filled sections. Culminating in a final digging section and final boss encounter.