To learn more about the best way to tackle planning my game properly, I turned to YouTube to find a suitable video made by a game developer. I think YouTube is heavily underutilised in general for learning and can be used as a highly effective tool in learning new things for free.
In this video, Benjamin introduces the Production Point methodology, an innovative project management approach tailored for solo game developers. He begins by using the multi-armed bandit problem as an analogy to explain the challenges developers face in determining which game features to invest in, akin to choosing the most profitable slot machine when faced with limited resources. The methodology divides the game development process into two key phases: the Prototyping Phase and the Production Phase. Each phase has distinct focuses, mentalities, and feedback collection methods.
During the Prototyping Phase, developers are encouraged to explore and experiment with game mechanics and systems without getting bogged down in detailed planning. The emphasis here is on playful exploration, allowing for flexible and creative innovation. In contrast, the Production Phase focuses on converting those prototypes into finished content, where planning and setting deadlines is essential to maintain progress and avoid burnout.
Benjamin discusses the importance of maintaining a clear boundary between these two phases to optimise workflow and progress. He highlights that while prototyping is an exploratory phase characterised by iterative feedback, often from smaller groups, production relies on large-scale testing, such as alpha and beta releases, to refine and polish the game before its final launch.
With an example of applying this methodology to his personal projects, Benjamin aims to empower other developers to complete their games effectively by adhering to this structured approach. He suggests that even genres that typically require extensive prototyping can benefit from thoughtful planning and focus on systems, which can be specified in the prototyping phase. He expresses a desire to write a book on this methodology, illustrating his commitment to helping fellow developers succeed.
Desks
PCs
Staplers
Coffee cups
Desk Chairs
Whiteboards
Markers
Doodles
Big Company Logo
Bins
Printers
Fire alarms
Employee of the Month frames
Big windows with sky background
Spikes (or some variation of)
Coins (or some variation of)
Obstacles (i.e. gaps in floor)
Enemies
Office Worker
Security Guard
Grey
Blue
Orange
Dim lighting!
Dark brick buildings
Rails
AC Unit things
Big City Skyline parallax background
Ladders
Police Helicopters in background (if possible)
Big gaps in the floors (jumps from one rooftop to another)
More coins (/variations of)
Moving Platforms
Enemies
Police Chopper Snipers
Wildlife?
Dark red
Dark orange
Dark brown
Big city skyline!
Vault doors
Gold bars, art and cash piles
Safety deposit boxes
Laser grid
Security cameras (some broken, some active)
Red flashing lights
Alarm bells
Bank signage and logos
Ornate columns/marble walls
Broken glass
Cracked floor tiles
Papers scattered on floor
Electronic security panels
Glowing keypad locks
Lasers
Moving vault doors (timed obstacles)
Pressure plates (trigger doors/traps)
Coins (maybe re-themed as gold bricks or artwork)
Spikes
Enemies
Armed Guards
Laser Drones
Escape sequence at the end (i.e. auto-scroll or fast-paced segment)
Deep gold
Crimson red
Gunmetal grey
Strong contrast lighting! (spotlights, laser glows, flickering alarms etc)
Title Screen (game art and big title)
Main Menu UI
Play
Select Level
Level 1
Level 2
Level 3
Back
Settings
Fullscreen
Main Volume
Music Volume
SFX Volume
Back
Leaderboard
Level 1 Board
Top 10 fastest times
Back
Level 2 Board
Top 10 fastest times
Back
Level 3 Board
Top 10 fastest times
Back
Back
Quit Game
Begin tutorial section
Storyboard “cutscene” #1
Lead into Level 1
Pause menu available on specified input
Storyboard “cutscene” #2
Lead into Level 2
Pause menu available on specified input
Storyboard “cutscene” #3
Lead into Level 3
Pause menu available on specified input
Storyboard “cutscene” #4
Final Time + Coin Count
Back to Main Menu
I want to create a small but highly polished 2D platformer experience, ideally spread across three levels. That said, I’m very aware that three levels is a big goal considering the time constraints I’m working under. Realistically, I may need to focus on delivering one or two fully refined levels, rather than stretching myself too thin. Quality is the priority here - I'd much rather create fewer levels that feel tight, fun, and satisfying than rush through more and end up with something that feels half-baked.
One of my main goals with this project is to encourage players to explore the full potential of the movement mechanics I implement. I want to design sections that look impossible at first glance - huge jumps, tight gaps, tricky sections - but that are actually totally do-able with precise timing, clever use of momentum, or perfect chaining of abilities. These kinds of challenges are what make platformers feel rewarding, and I want players to get that buzz of “Wait... I can actually do this!” after trying and finally nailing a tough jump.
I'd also really love to include a speedrunning feature, with a best-time leaderboard that adds a competitive edge to the game. Ideally, this would be a global leaderboard so that players from all over the world could compete and see how they stack up. However, I’m aware that implementing global saving and networking is a big technical challenge - maybe too big for this project’s scope. If that's the case, my fallback plan is to include a local leaderboard system, similar to what classic arcade games used - think Galaga, Donkey Kong, Space Invaders. Even something simple like initials and best times can hopefully inspire replayability and local competition.
I’ve got a handful of enemy types sketched out in my head, each with unique behaviors and roles, but again, I need to be realistic. Adding too many could become overwhelming from a development standpoint. After thinking it through, I believe sticking to one distinct enemy type per level is both manageable and effective. This keeps things fresh without making me burn out.
During development, my number one priority will be the feel and quality of the core platforming. Before I worry about enemies, environments, or anything else, I want the basic act of moving, jumping, sliding, and dashing to feel amazing. If I can make a test level that’s just boxes and platforms feel genuinely fun to play, I’ll know I’m on the right track. Everything else will be built on top of that strong foundation.
My development philosophy is simple: Fun over everything. If a feature doesn’t make the game more fun, it doesn't belong. If cutting something means I can polish what's left to perfection, I’ll cut it. This project is all about creating a fun 2D platformer, it doesn’t matter if it’s simple as long as it is fun.
I decided to use Trello to plan and schedule this massive project as it’s perfect to keep everything organized in one place and it’s easy to add/remove assignments.
General Moodboard
Level 1: Office Infiltration
Level 2: Rooftop Escape
Level 3: Bank Heist
I made a playlist on Spotify filled with tracks that capture a specific "vibe" I am going for with HEIST!, I feel like playlists like these are very useful as the music draws certain emotions and specific atmospheres. When I begin to develop HEIST!, I will be listening to these songs in hopes that they will help me come up with ideas and work towards this atmosphere I am going for.
Dante Allegro - Everyday
Dante Allegro - Everyday
Dante Allegro, Bank Heist Gear
Refined Concept Art - Dante Allegro
Final spritesheet - Dante Allegro
Coin Sprite
Level 1 Platform Sprite
Level 2 Platform Sprite
Animated Spring Spritesheet
Level 1 Auto-Terraining Tileset
Level 2 Auto-Terraining Tileset
Metal Spikes Tileset
Level 1 - Area Exit - Elevator
Level 1 - Office - Decorations
Parallax Background Layer 1
Parallax Background Layer 2
Parallax Background Layer 3
Parallax Foreground
Level 2 - Area Exit - Getaway Helicopter
Sketch - Cover Art - Day
Sketch - Cover Art - Night
Final - Cover Art - Day
Final - Cover Art - Night
As you can see this track is incredibly simple and minimalist but it serves its purpose well in game to convey a sense of sneakiness and cunning. It's very fitting to the overall theme of the game and it creates an almost mischievous atmosphere.
Tutorial/Cutscene Track
There's a fair bit going on here especially in comparison to the tutorial/cutscene track. The chord baseline is leads the track perfectly and the chord progression is very bossa nova-esque in the way that it feels almost bouncy yet smooth. Also, the consistent percussion also builds toward that feeling of bossa nova jazz, it works so well at sounding like lift music. Lastly, the melody is more upbeat and fun and it ties the whole song together nicely, it has some moments where it sounds like the music is a bit crazy and improvised which is exactly what I was aiming for when creating this track.
Main & Pause Menu Track
This track was a lot of fun to create. The harmony/chords sound sneaky and I was told by testers that it sounded "like detective music". With the bass, I almost wanting it to sound like creeping footsteps or something that conveyed a heist-like atmosphere whilst sounding appealing too. As for the brass backings, I wanted them to sound grand and dominating in comparison to the rest of the track's elements, and adding some subtle variation definitely helped keep the song fresh over long sessions of gameplay. Finally, the drums. These drums might be my favourite thing I've made as far as the music goes, and it's all because of the variations. Each drum roll works nicely with the next and it adds a lot of improvisational feel which was much needed. Heists are often planned ahead but that doesn't mean they always go to plan, this chaos you can hear in the different drum breaks was inspired by heists gone wrong, dangerous and improvisational decisions and the high-stakes of a heist were at the forefront of my mind whilst creating this track.
Level Track
30-Second Level sketch
As this is my first time working on level design, I’m approaching it with a focus on learning how to build levels that feel good to move through, support the game’s mechanics, and help tell a story through the environment. My main priority is making sure that the levels are structured in a way that lets players take advantage of the movement mechanics I’ve planned, things like coyote time, jump buffering, dashing, and wall jumping. I want to experiment with layouts that encourage momentum, fluid motion, and a sense of flow, even if they take some trial and error to get right. At this stage, I'm thinking about how to build levels that teach the player through play rather than tutorials, and that reward skill while still feeling fair.
Environmental storytelling is something I’m really excited to explore. I’m planning to use it to give each level a distinct personality and help communicate what kind of place the player is in, without needing a lot of dialogue or explanation. For example, in Level 1, which takes place in an office building, I want to create the feeling of a normally busy and active workspace that’s just temporarily empty, like the player is sneaking through late at night when everyone has gone home. I’m planning to use decorations like neatly arranged desks, glowing computer monitors, and personal items like coffee cups, desk toys, or whiteboard notes to suggest the presence of workers who’ve just stepped away for the night. The goal is to make it feel like a real, working environment that’s been paused rather than abandoned, adding a subtle contrast between the stillness of the space and the player’s movement through it.
In Level 2, which takes place on rooftops during a night-time escape, I want to use scale and lighting to create tension. Big gaps between buildings, a dark city skyline in the background, and distant helicopters with moving spotlights can all help sell the idea that the player is mid-escape. I'm thinking about how adding subtle touches, like pigeons fluttering away or blinking antenna lights, can make the rooftops feel like a real part of a larger world.
For Level 3, the bank heist, I plan to use visual contrast and clutter to create a sense of chaos. I imagine scenes with broken vault doors, scattered piles of cash or gold, and flashing red alarms. Even small details like cracked floor tiles, damaged security panels, or flickering laser grids can help tell the story of a heist in progress or gone wrong. I’m still figuring out how to balance clarity for gameplay with the visual detail I want to include, but this level is a good opportunity to push the drama and raise the stakes through design. Of course, all of these ideas represent a best-case scenario, and given the tight time constraints, it’s possible that not every detail, especially more complex elements like flying helicopters or laser systems, will make it into the final build.
Overall, my level design planning is about finding ways to support the core gameplay while making each space feel alive. Since I’m new to this, I’m expecting to iterate a lot, testing different layouts, refining how movement feels in each environment, and trying to make levels that are both fun to play and visually interesting. This is all part of the learning process, and I’m excited to see how these ideas evolve as I begin building.