TILE_MAZE_RUN
ROLE
Leading Freelance Designer
DESCRIPTION
Welcome to Tile Maze Run, a captivating top-down tile-based game that encourages exploration and strategy. In this project, we developed two unique mechanics: one original, crafted from scratch, and another redesigned from a classmate's concept. The goal was to shape a well-formed game driven by creativity and innovation. Get ready to engage in a gameplay experience that challenges skills and sparks your imagination!
YEAR
2025
GENRE
Tile_Base
PLATFORM
PC, Unreal Engine
Windows
MacOS
Progess

Information about Design
I am pleased to outline the comprehensive design and development process of this game. Over the past several months, I have committed to enhancing my skills, which I am now prepared to apply in a practical context.
My initial efforts in creating the project did not succeed. The plan was to develop various mechanics for use, but all attempts fell short due to my inability to fully understand what was required. I ended up improvising which ultimately led to these failures.
The process begins with selecting a design for a mechanic of my choosing, specifically the Lightning Strike Tile. The objective is to create a tile that will trigger a lightning strike when activated by the player. Please note that this concept is still a work in progress at this stage.
The next stage of the process involved developing a mechanic inspired by a peer. I decided to create a lock tile paired with a key. During this phase, I made several modifications to the original design.
Images for the Design
Evolution Change
What When Right?
Teleport Tile
Welcome to the exciting first stage of our design project! We've crafted an innovative teleport tile that elevates gameplay by enabling players to step on a unique tile and be transported to a different location within the maze. feature not only injects thrill into the experience but also aids players in navigating through challenging areas with ease. our professor's clear blueprint design, the creation of the teleport tile became an accessible and enjoyable process allowing us to fully understand its mechanics.
Health bar
For the process of the design, the creation of the health bar and the healing system. The stage of the design was simple and easy to complete. Since all that was done was to copy the information and change some of the value around by using the Stamina information. The process of the design was simple all I had to do was use an object to have a place holder. Then set the value to heal the player.
Locked Tile and Key
The locked tile was easy all that was to create to design. All that was done was make a copy of the floor tile. Then make the function to set the tile to not allow the player to enter unless they have the key.
Setting the key was a bit difficult to create since I was trying to get the key to be destroyed and setting a count to add more keys to hold but that was a failed system.
What Went Wrong?
How was it Fixed?
Lightning Strike Tile
We are currently facing several challenges during the development process, particularly with the bit used for our demo project. While the progress may be slow, we are actively working to resolve these issues. Our focus is on expanding the project to ensure a better experience for everyone involved. Thank you for your patience as we navigate these hurdles.
Building designs of the first level map
We’re thrilled to share the design process of our first level of the map, The Fairy Village. Which is still currently being worked on. Knowing we are facing many exciting challenges in the design process. We are working hard to complete a well-elevated design and create an even more enchanting, fantastic experience for our players.
Our focus will be fully on the expansion of the main cottage, which is where the story starts with our main character. We will then expand the design process to the Fairy Cottage Mountain, our design on the Farm Field, and then we will follow up with the Snow Cap Cave. Additionally, we will be developing the transition zone between each of the locations. Along with the items to be collected for the side quests, and crafting system. More to be added will be the monster's battle, NPCs, and the quest log.
Beyond the design of the map, we will focus on developing the main page to start the game and creating the menu system. Additionally, we will be working on the character Manny, which will serve as a placeholder until a final design is established later in the process. We will also be creating an inventory bag and a map to display locations, with more exciting features to come.
We have finalized the design for the main cottage. But I ended up discovering a new challenge. Now we have discovered a new transformation of our landscape design. After addressing the previous challenge. We are thrilled to showcase the improvements that have been made. So come one and come all to experience the beautiful revitalization outdoor space that has been created. But note that this is still being developed. More will be updated later on.
If you need specific content for your website about this project, just let me know!