Birden

Role: Lead Director, Gameplay Designer, Level Designer

Birden is a 2D puzzle platformer and my senior thesis project, built around a forward and backward traversal mechanic. Players guide a young, flightless bird from left to right through puzzles with limited movement abilities. After reaching adulthood and gaining new abilities, such as gliding, players must re-traverse the same environments in reverse. Their previous actions directly alter terrain and puzzle outcomes, creating a dynamic world where player choice and progression are reflected in both gameplay and level design.

Responsibilities:

  • Designed levels to support both forward and backward traversal, ensuring puzzles remained engaging and coherent in both directions.

  • Developed mechanics for evolving player abilities, such as gliding and movement enhancements, to change gameplay strategy on the return journey.

  • Integrated environmental changes based on player actions during the initial run, creating a sense of consequence and dynamic world state.

  • Focused on pacing, player guidance, and difficulty curves to maintain flow across both forward and backward traversal.

  • Collaborated on visual and environmental design to reinforce the bird’s growth and progression through the world.

Accolades: A+

Engine: Unity


Core Gameplay & mechanics

How traversal and player evolution shape the puzzle experience.

Early testing focused on traditional left-to-right movement with simple mechanics to teach players basic interactions. We expanded this by layering new abilities on the return journey:

  • Forward traversal is limited, emphasizing observation and learning of puzzle patterns.

  • Return traversal introduces abilities like gliding, creating new solutions and approaches.

  • Puzzles are designed to have persistent consequences, so prior actions alter terrain and accessibility.

  • Mechanics balance player empowerment with strategic challenge.

This design reinforces a sense of growth, consequence, and mastery, encouraging players to think critically about both runs.

Level & World Design

Designing environments that evolve with the player.

Level layouts were crafted to be engaging in both directions, ensuring clear flow and visual cues while supporting the evolving mechanics:

  • Forward levels teach mechanics gradually and introduce core puzzle concepts.

  • Return levels adapt based on previous actions, creating a dynamic, reactive world.

  • Environmental hazards and paths are tuned for both accessibility and challenge.

  • Visual design cues communicate player progression and reinforce the theme of growth.

This approach ensures the environment feels alive and responsive, making the player’s choices tangible and meaningful.

Systems & Design Philosophy

Creating a coherent experience with evolving player abilities and world states.

  • Player abilities are tied directly to level progression and puzzle resolution.

  • Terrain changes reflect prior player decisions, integrating narrative and gameplay.

  • Iteration focused on maintaining clarity, flow, and fairness across forward and backward traversal.

  • Balances challenge, learning, and reward to keep both runs engaging.

By connecting mechanics, level design, and player growth, the system creates a self-reinforcing loop that makes each traversal feel impactful and unique.