Fynn Rieger - Game & Level Design

Fynn Rieger - Game & Level DesignFynn Rieger - Game & Level DesignFynn Rieger - Game & Level Design

Fynn Rieger - Game & Level Design

Fynn Rieger - Game & Level DesignFynn Rieger - Game & Level DesignFynn Rieger - Game & Level Design
  • PORTFOLIO
  • PROJECTS
    • Roose Dudes
    • Orpheus
    • Tied Up In Space
  • RESUME
  • CONTACT
  • Mehr
    • PORTFOLIO
    • PROJECTS
      • Roose Dudes
      • Orpheus
      • Tied Up In Space
    • RESUME
    • CONTACT
  • PORTFOLIO
  • PROJECTS
    • Roose Dudes
    • Orpheus
    • Tied Up In Space
  • RESUME
  • CONTACT

Roose Dudes

Development of Roose Dudes

About the game

In Roose Dudes, you gather up the small, scurrying soot creatures and guide them through an obstacle course using a laser pointer. The goal is to make it past all the hazards and reach the end with as large a horde as possible.


Roose Dudes offers 5–10 minutes of gameplay and can be played directly in the browser.


Website: https://ldjam.com/events/ludum-dare/56/roose-dudes

Concept phase

After the theme "Tiny Creatures" was announced, our team jumped straight into brainstorming. We used Miro as our canvas for mood boards and early sketches.


As the team member responsible for game design, I created the Game Design Document there, making it accessible to everyone.


For project management, we set up a Kanban board linked to our GitHub repository.

Layouts

 At the start, I created 2D sketches of possible level sections and layouts in Affinity Designer. This allowed me to discuss ideas and level requirements with the team early on. 

Blockout

Following the 2D layouts, I created a blockout in Godot and populated it with basic geometry and interactive elements. These included physics objects, enemies, and collectible soot creatures. I also set up a few camera pans for the higher sections.


The blockout was playable by the end of day one, allowing the whole team to begin testing early on.


For the final version, I replaced the grey blockout with finished assets and completed the set dressing.

Release and Ranking

 On the third and final day of the jam, we submitted a build that is playable in the browser—even on mobile devices.


In our jam category, around 1500 games were submitted, and we achieved an overall ranking of 70th. In the subcategories "Fun" and "Theme", we placed even higher: 38th and 27th respectively.

Learnings

Thanks to the completed blockout on day one, we were able to start testing very early.
The game was already so much fun at that stage that we decided to cut features like power-ups and collectibles to focus entirely on the core mechanic.
This helped us avoid feature creep.


I also learned a lot about Godot, especially about the editor and GDScript.

Gallery

    Early Layout in 2D

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