Gull-Tastrophe is a 3D action-adventure game where you take on the role of a mischievous seagull, determined to reclaim your island by causing chaos and dismantling every human-made structure in your path.
Take flight, create chaos, and prove that nothing stands in the way of a determined seagull in Gull-Tastrophe!
Timeline
Sept 2024 -
In Progress
My Role
Level Designer, 3D Artist
Game Engine
Unreal Engine 5
Platform
PC
Genre
3D Action Adventure
Team Size
9
Humans have invaded your serene island paradise. Take back control by wreaking havoc, destroying their belongings, and unleashing some well-aimed seagull-style poop attack!
Dive, flap, poop, and power dash your way through annoying humans as you complete different levels and reclaim your island!
Level Designer:
Shaped immersive levels.
Build a compelling world.
Refined the game design.
Collaborated closely with game designers to introduce variety and create engaging experiences that captivate players.
Artist
created the environmental assets essential for bringing the level to life.
Worked on Visual Design of the game
world building
Wreak havoc across the level to accumulate points and fill the alert meter. The more destruction you cause, the faster the alert meter rises.
Each level has four alert stages. As the alert meter progresses, enemies become more aggressive, and challenges intensify.
At alert stage 3, face off against a boss. Defeat the boss to unlock alert stage 4 & complete the level, advancing to the next chaotic level.
Brainstorming Phase
During the brainstorming phase of Gulltastrophe, I focused on translating the game's central humor and chaos into tangible level ideas. I began by identifying the core player fantasy—being a mischievous seagull—and mapped out scenarios that could maximize interaction and surprise. I sketched out early-level concepts on paper, experimenting with layouts that encouraged exploration and playful disruption.
Collaborative sessions with the team helped refine these ideas, as we bounced around potential abilities, environmental elements, and NPC behaviors that could support emergent, comedic gameplay. This process laid the foundation for a tutorial level that felt intuitive, dynamic, and true to the game’s tone.
Pre - Production
During pre-production, I focused on solidifying the gameplay and level design concepts for Gulltastrophe. I collaborated closely with the team to define the player experience, ensuring that core mechanics like flying, dashing, pooping and interacting with the environment were fun and intuitive.
I created early prototypes of level layouts and gameplay scenarios to test pacing and flow, refining player interactions based on internal feedback. Working alongside designers, I helped establish the visual and environmental direction, ensuring that each level aligned with the game's comedic tone and chaotic atmosphere. This phase was crucial for setting up the foundation that would guide the game's development.
Level 1 Layout & Progression:
I designed the level layout to gradually guide players by first starting with easier enemies and then progressing to more complex and difficult interactions.
The layout emphasized open spaces for exploration but also created pockets of interaction to encourage players to experiment with their new abilities.
Layout Design for level 1
POI tests
Enemy Test Area
NPC Placement & AI:
I strategically placed NPCS and Points of Interest (POIs) throughout the level to create opportunities for dynamic, reactive gameplay.
NPCs were programmed with simple AI to respond to the player’s actions—such as running away when startled, playing frisbee, clicking pictures or reacting to poop splats. This helped build an organic, chaotic atmosphere as the player learned to use their abilities to cause mayhem.
Each NPC had a designated behavior pattern depending on their proximity to the player, such as casual strolling or sitting, making them more unpredictable and fun to interact with.
Beach chairs NPC
Dancing NPC
NPC Playing Frisbee
Interactive Elements:
Environmental elements like umbrellas, sandcastles, moai, beach chairs etc, were placed to interact with the player’s abilities and further amplify the chaos. I ensured that these items were destructible or movable, adding another layer of dynamic interaction that felt responsive to the player’s actions.
Bouncing Umbrellas and Food Carts
Trampoline
Seagull Kite (also a power up)
Feedback & Refinements:
Through playtesting, I adjusted NPC AI to better react to player actions, improving the humor and chaos. I also fine-tuned the pacing, ensuring that players had enough room to experiment without overwhelming them with too many obstacles at once.
Gulltastrophe is still in active development, with many more exciting levels and features on the way. We're continuously gathering feedback, iterating on design, and refining gameplay—so expect things to evolve before the full release.
Stay tuned for more chaos to come!
For more information, keep checking https://unsame.fun/seagull