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
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Accessibility First
Readability, navigation clarity and intuitive mechanics prioritized over complexity for a younger audience.
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Co-op Engagement
Levels designed to encourage collaboration, ensuring both players remain engaged through shared problem-solving.
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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.
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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.
Full Development Cycle: Managed the process from initial greybox blockouts to final implementation, collaborating closely with Environment Artists to maintain visual fidelity without compromising gameplay.
Combat Arena Design: Worked alongside the Combat Designer to create spaces tailored to encounter requirements — cover placement, lines of sight and navigation zones.
Technical Implementation: Utilized Blueprints to bring levels to life, scripting world events, camera systems and logical triggers for a fluid and reactive player experience.
Economy & Metrics: Balanced the distribution of collectibles and resources, and defined achievement metrics to ensure exploration felt consistently rewarding.
Pacing Structure
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Exploration
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Puzzle
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Encounter
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Reward
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Transition
Level Loop
Greybox to Final
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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.
Cooperative Mechanics: Designed and prototyped puzzles that require coordinated interaction between characters, leveraging their gadgets and abilities to unlock paths or activate systems.
Difficulty Curve & Pacing: Oversaw the progression of challenges, ensuring new mechanics were introduced organically before combining them into complex multi-layered puzzles.
Narrative & Child-Friendly Design: Integrated puzzles into the Star Trek lore while maintaining focus on a younger audience — intuitive, frictionless challenges that avoid unnecessary backtracking.
Secret Layers & Two-Stage Puzzles: Implemented a "second-phase" design where completing an optional secondary objective unlocks hidden puzzles, rewarding exploration without blocking main path progress.
Puzzle Videos
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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.
Temporal Causality & Technical Implementation: Engineered the game's most advanced puzzles — time-manipulation mechanics where actions in the past dynamically alter the future, requiring high technical complexity to manage state changes across timelines.
Cross-Era Environmental Logic: Managed the complex environmental scripting to sync different versions of the same level, ensuring objects moved or destroyed in the past correctly triggered state changes in the future.
Advanced Problem-Solving & Edge-Case Testing: Focused on identifying and resolving potential logic breaks, refining the interaction between timelines to prevent dead ends and ensure a satisfying eureka moment.
Time Puzzle Videos
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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.
Production-Ready Blueprint Implementation: Developed bespoke visual scripting solutions for specialized puzzle elements, integrated directly into the final release.
Heavy Battery Transport System: Programmed the complete logic for a mobile cart system used to carry a large-scale battery across the level, scripting the vehicle's movement and its interaction with the environment.
System Balancing & Refinement: Designed Blueprints with a modular approach, allowing precise adjustment of variables like movement speed and interaction thresholds without external technical support.
Wagon Showcase
TDD — Technical Design Document
* This code snippet is an illustrative representation of the TDD and may differ from the original technical specifications.
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Blueprint Scripting
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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.
Economy Modeling & Data Management: Designed the complete value structure in Excel, creating a predictive model to identify and fix balancing errors before moving into Unreal Engine.
Resource Distribution & Loot Balancing: Implemented and tuned the placement of all minerals throughout the levels, defining the exact resource yield for every breakable object and combat encounter.
Pricing & Progression Systems: Executed the full implementation of prices for all in-game items, balancing upgrade costs against the player's earning capacity.
Combat & Breakable Yield Optimization: Refined loot tables for enemies and environmental elements to ensure resource distribution aligned with the difficulty curve.
In-Game Economy
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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.
Subverting Expectations: Unlike other planet finales, this level presents the challenge of being unable to enter through the main gate, forcing a shift in mindset and encouraging creative problem-solving.
Organic Discovery: Use of paths hidden in plain sight — subtle environmental cues guide the player without diminishing the sense of exploration or the eureka moment.
Pacing Management: The flow balances moments of observation and calm with peaks of activity, ensuring a smooth transition toward the final objective while maintaining constant engagement.
Level Design Pacing Diagram — Planet 3 · Level 3
CombatPuzzleCinematicBoss CombatSpecial 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
CombatPuzzleCinematicCollectibleBossSpecial
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
Area Showcase — Planet 3 · Level 3 · Area 1
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Gameplay — Planet 3 · Level 3
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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.
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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.
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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.
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Impact
6
Platforms shipped simultaneously
Very Positive on Steam
AA
Published title — Paramount / Nickelodeon IP
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