Star Trek: Prodigy - Supernova

Tessera Studios  /  Outright Games

Star Trek: Prodigy
Supernova

Role
Game Designer / Level Designer
Studio
Tessera Studios
Team
20+ people
Duration
~18 months
Engine
Unreal Engine 4
Genre
Action-Adventure / Puzzles
Camera
Third-Person
Players
1-2 Local Co-op
PS4 PS5 Xbox One Xbox Series X|S Switch PC
View on Steam
Overview
Level Design
Puzzles
Time Puzzles
Scripting
Game Economy
Area Overview
Closing Notes
Case Study · ~12 min read · 7 sections
00

Overview

Star Trek Prodigy: Supernova is a narrative-driven action-adventure based on the animated series. The project focuses on cooperative gameplay, accessible puzzle-solving and exploration designed for a younger audience while maintaining the structure and pacing of a full adventure title.

Launch Trailer

My Role

As Level Designer / Game Designer, I managed the full end-to-end lifecycle of the levels — from initial layout to final product — acting as a cross-departmental bridge between Art and Programming teams.

  • Level Design: Designing and iterating on gameplay spaces aligned with narrative progression
  • Co-op Systems: Supporting cooperative gameplay scenarios and player interaction systems
  • Navigation: Structuring exploration paths, encounter pacing and objective clarity
  • Economy: Implementing and balancing the in-game economy — resource distribution, item pricing and reward tuning
  • Cross-discipline: Collaborating with design, narrative and art teams to maintain consistency with the IP tone

Design Pillars

01
Accessibility First
Readability, navigation clarity and intuitive mechanics prioritized over complexity for a younger audience.
02
Co-op Engagement
Levels designed to encourage collaboration, ensuring both players remain engaged through shared problem-solving.
03
Narrative Integration
Each environment supports the Star Trek: Prodigy universe, reinforcing exploration as a narrative device.

Iteration & Problem Solving

Challenge
Player Direction Clarity — Some spaces lacked clear navigation signals.
Solution
Improved environmental composition and adjusted lighting contrast to reinforce critical paths.
Challenge
Co-op Engagement Imbalance — One player risked becoming passive in certain segments.
Solution
Reworked interaction timing and introduced parallel tasks requiring simultaneous participation.

Key Takeaways

Strong visual language is essential for accessibility-focused level design.
Co-op gameplay requires deliberate role structuring to avoid passive play.
Narrative and level design must work as a unified system, not separate layers.
01

Level Design

My role involved transforming narrative concepts into playable spaces, ensuring consistent pace and flow. Primary focus was environment architecture — designing layouts that intuitively guide the player through the diverse planets of Star Trek Prodigy: Supernova.

Pacing Structure

Exploration
Puzzle
Encounter
Reward
Transition
Level
Loop

Greybox to Final

Level Design 01 Level Design 02 Level Design 03 Level Design 04 Level Design 05 Level Design 06 Level Design 07
1 / 7
02

Puzzles

Puzzle design was a core pillar for encouraging cooperation between the protagonists. My goal was to create challenges that integrated each character's unique abilities with the environment, using clear logic and a rewarding difficulty progression.

Puzzle Videos

01
01
02
02
03
03
04
04
05
05
06
06
07
07
03

Time Puzzles

Beyond standard mechanics, I was responsible for the technical execution and logical structuring of the game's temporal final challenges — translating complex time-travel concepts into functional gameplay.

Time Puzzle Videos

Time Puzzle 01
01
Time Puzzle 02
02
04

Scripting

I utilized Unreal Engine Blueprints to implement functional gameplay elements and complex interactive systems, developing production-ready scripts for specific mechanics and level-wide challenges.

Wagon Showcase

TDD — Technical Design Document

* This code snippet is an illustrative representation of the TDD and may differ from the original technical specifications.

TDD 01
TDD 02
TDD 03

Blueprint Scripting

Scripting 01
Scripting 02
05

Game Economy

I was responsible for designing and balancing the game's entire economy system, utilizing external modeling to simulate financial progression before implementation.

Full Economy Simulation — Microsoft Excel
The entire economy was modelled and balanced in Excel before implementation in Unreal Engine, allowing rapid iteration and global adjustments without touching the codebase.

In-Game Economy

Mineral Distribution
Enemy Loot
Gwyn — Upgrade Shop
Resource Placement
Dal — Upgrade Shop
Dash Upgrades
Health Upgrades
Level End Stats
Large Mineral Deposits
06

Area Overview

An analysis of the design decisions behind Planet 3 - Level 3, focusing on how the environment's architecture dictates the player's experience.

Level Design Pacing Diagram — Planet 3 · Level 3

Combat Puzzle Cinematic Boss Combat Special Event
100806040200
LEVEL START
CBT-01
CNM-01
PLZ-01
CBT-02
PLZ-02
CNM-02
CBT-04
PLZ-03
CBT-05
CBT-07
CNM-03
BC-01 BOSS
PLZ-04
DESTROY CORE
CNM-04
Event

Level Sequence — Planet 3 · Level 3

Combat Puzzle Cinematic Collectible Boss Special
Area 1
LEVEL START
CBT-01Easy · 1-2 min · 4 waves
CNM-01Main gate locked
EXPLORATION
COLLECTIBLERelic
PLZ-01Moving Blocks · Easy · 2-3 min
CBT-02Easy · 1-2 min · 4 waves
EXPLORATION
COLLECTIBLEChest
CBT-03Mid · 4+ wavesHave key? YES
PLZ-02Teleport · Easy · 2-3 min
Level Stream A-01 → A-02
Area 2
From A-01
CNM-02Drednok traveling through time
CBT-04Easy · 2-3 min · 6 waves
SAVE GAME
PLZ-03Time Travel · Hard · 6-8 min
CBT-05Mid · 1-2 min · 7 waves
EXPLORATION
COLLECTIBLERelic
CBT-06Easy · 5 wavesHave key? YES
CBT-07Mid · 3-4 min · 8 waves
Level Stream A-02 → A-03
Area 3
From A-02
CNM-01Destroy generators
BC-01 — BOSSHard · 5-7 min · 12 waves
SAVE GAME
PLZ-04Time Travel · Mid · 4-6 min
COLLECTIBLEPlant
EXPLORATION
DESTROY CORE
CNM-04Wormhole closed
LEVEL END → HUB

Design Sketches

Sketch 01
Sketch 02
Sketch 03
Blockout

Area Showcase — Planet 3 · Level 3 · Area 1

Area Showcase
⚲ Click to expand

Gameplay — Planet 3 · Level 3

Closing Notes

Star Trek: Prodigy – Supernova was my first shipped title at professional scale. Designing across 6 platforms, within a licensed IP, for a co-op audience younger than typical — every constraint pushed me to be more precise, more deliberate, and more collaborative than I'd ever been before.

01
What I Learned
  • Technical Synchronizing two versions of the same level with temporal causality — the Time Puzzles — was the most complex design problem I'd faced. It taught me that the hardest part isn't building the mechanic, it's preventing every edge case from breaking the game state.
  • Systemic Modeling the entire economy in Excel before touching Unreal Engine changed how I think about game systems. Separating the design logic from the implementation layer made iteration dramatically faster and gave the whole team a shared source of truth.
  • Creative Working within a licensed IP isn't a limitation — it's a discipline. Every design decision had to be justified against the universe, the tone, and the audience. That constraint made the work more rigorous and the result more coherent.
02
What I'd Do Differently

I would document discarded design decisions more systematically. The final outcome is well documented — the TDD, the economy model, the sketches — but the reasoning behind the paths not taken largely lived in Discord threads and conversations. Today I would maintain a live decision log from day one: what was considered, why it was rejected, and what changed the direction. That record is invaluable for onboarding, for post-mortems, and for your own growth as a designer.

03
Impact
6
Platforms shipped simultaneously
Very Positive on Steam
AA
Published title — Paramount / Nickelodeon IP

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