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
Designing for Co-op
Cooperative Puzzles
Time Puzzles
Technical Scripting
Economy as a Design Tool
Area Overview
Closing Notes
Case Study · ~12 min read · 7 sections
Full level lifecycle  ·  Co-op puzzle design  ·  Blueprint scripting  ·  Economy modeling
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.

Announcement 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: shaping each space around the narrative beat it carries, then iterating until the playable layout and the story land together.
  • Co-op systems: designing the two-player interactions so both players stay active at once — the constraint that drove most of my layout decisions.
  • Navigation: structuring exploration, encounter pacing and objective clarity so players always know where to go without a marker holding their hand.
  • Economy: owning the in-game economy end-to-end — distribution, pricing and reward tuning — so progression always felt earned.
  • Cross-discipline: acting as the bridge between design, narrative and art to keep every level true to the Star Trek 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

Designing for Co-op

Transforming narrative concepts into playable spaces that work for two players simultaneously — the core challenge of this project. Every layout decision had to hold up under solo play, full co-op, and the edge cases in between: one player exploring while the other waits, or both taking completely different paths through the same space.

  • 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

Exploration
Puzzle
Encounter
Reward
Transition
Level
Loop

Greybox to Final — Level Progression

Cooperative Puzzle — final art Cooperative Puzzle — greybox blockout
GreyboxFinal
Cooperative Puzzle — final art Cooperative Puzzle — greybox blockout
GreyboxFinal
Blocked Path — final art Blocked Path — greybox blockout
GreyboxFinal
Level Landmark — final art Level Landmark — greybox blockout
GreyboxFinal
Combat Arena — final art Combat Arena — greybox blockout
GreyboxFinal
Cooperative Puzzle — final art Cooperative Puzzle — greybox blockout
GreyboxFinal
End-of-Level Bunker — final art End-of-Level Bunker — greybox blockout
GreyboxFinal
1 / 7
02

Cooperative Puzzles

Puzzle design for co-op has a unique constraint: both players must feel useful at the same time. My goal was to build challenges that leveraged each character's specific gadget, forced communication between players, and scaled clearly in difficulty — without ever creating a situation where one player watches the other solve it alone.

  • Cooperative mechanics: I built puzzles around each character's specific gadget so they only resolve through coordination — neither player can brute-force them alone.
  • Difficulty curve: I introduced each new mechanic in isolation before layering them, so complexity ramps up without ever ambushing a younger player.
  • Child-friendly design: I kept the puzzles intuitive and backtrack-free and tied them to the Star Trek lore, so the challenge never came from confusion.
  • Secret two-stage puzzles: I added an optional second phase that unlocks hidden puzzles — rewarding curious players without ever gating the main path for everyone else.

Puzzle Videos

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

Seven cooperative puzzles from the shipped game — one clip per puzzle.

03

Time Puzzles

The time travel puzzles were the most technically complex mechanics in the game — and the most satisfying to design. One character travels to the past version of the same space, making changes that dynamically alter the future: clearing blocked paths, triggering mechanisms, making puzzle elements appear. The challenge was engineering a system where past actions produce logical, predictable consequences in the future without creating dead ends.

  • Dual-state environment scripting: I scripted two synced versions of the same space — past and future — so every change a player makes in the past propagates to the future in real time, the core fantasy of the mechanic.
  • Causal logic design: I mapped every past action to its future consequence before scripting a line — a strict cause-effect tree was the only way to guarantee no paradoxes, soft-locks or dead ends shipped.
  • Difficulty pacing: I gave the first time-travel puzzle a single variable and added one more each time — appearing elements, vanishing enemies, activating platforms — so players learned the system instead of being handed it.
  • Edge-case testing: I led the testing of timeline conflicts — partial past actions, early returns — because in a system like this the hard part isn't the mechanic, it's making sure no edge case breaks the game state.

Time Puzzle Videos

Time Puzzle 01
01
Time Puzzle 02
02

The time-travel puzzles in action: changes made in the past reshape the present-day space.

04

Technical Scripting

Beyond layout, I owned the full technical implementation of specific mechanics in Unreal Engine Blueprints — from first prototype to shipped build. The TDD documents below are the design specifications I wrote before scripting, defining expected behaviour, edge cases, and acceptance criteria for each system.

  • Production-ready Blueprints: I scripted bespoke solutions for specialized puzzle elements that shipped as-is — design and implementation in the same hands, no engineering handoff needed.
  • Heavy-battery transport system: I programmed the full logic for the cart that hauls a large battery across the level — movement, feel and environmental interaction — from first prototype to final build.
  • Modular, self-sufficient systems: I built the Blueprints modular on purpose, so I could tune speed, thresholds and feel myself without waiting on an engineer — keeping iteration fast.

Wagon Showcase

The heavy-battery cart system I scripted in Blueprints, moving through the level.

TDD — Technical Design Document

TDD 01
TDD 02
TDD 03

Blueprint Scripting

Scripting 01
Scripting 02
05

Economy as a Design Tool

The economy was the backbone of player motivation — every mineral pickup, enemy drop and upgrade price had to feel fair while driving progression forward. I owned the full system: modelled in Excel first to simulate player cashflow across all levels, then implemented and tuned directly in Unreal Engine. Two upgrade shops, three characters, nine levels — all balanced without a dedicated systems designer.

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: I modeled the full value structure in Excel before touching the engine — a predictive model let me catch balancing errors before they reached the build and gave the team one source of truth to iterate from.
  • Resource distribution: I placed and tuned every mineral, breakable and combat drop across the levels — keeping reward pacing a deliberate design choice rather than something that emerged by accident.
  • Pricing & progression: I priced every item against the player's earning curve so upgrades stayed reachable but never trivial — the economy keeps pulling the player forward instead of gating them.
  • Combat & breakable yield: I tuned enemy and environmental loot tables to track the difficulty curve, so rewards stayed meaningful as encounters scaled up.

In-Game Economy

Mineral Distribution
Large mineral deposits — primary resource source placed at exploration reward points
Enemy Loot
Enemy loot yield — tuned per wave difficulty and encounter position
Gwyn — Upgrade Shop
Gwyn upgrade shop — 4 weapons × 3 tiers + dash & health upgrades
Small Mineral Deposits
Small mineral deposits — secondary income distributed along exploration paths
Dal — Upgrade Shop
Dal upgrade shop — mirrored progression system, independently balanced
Dash Upgrades
Dash upgrades — traversal improvements priced to incentivise mid-game spend
Health Upgrades
Health upgrades — tuned against difficulty curve to avoid economic dead ends
Level End Stats
Level end stats — resource summary used to validate economy balance per level
Large Mineral Deposits
High-value deposit — optional reward for off-path exploration
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.

  • 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.

Area Showcase — Planet 3 · Level 3 · Area 1

Area Showcase
⚲ Click to expand

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

Gameplay — Planet 3 · Level 3

Full playthrough of the level analysed in this section.

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
4
Levels designed end-to-end
9
Levels' economy balanced
Very Positive on Steam
6
Platforms shipped simultaneously
AA
Published title — CBS Studios / Nickelodeon IP

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