Genre: Sci-Fi Survival
Platform: Windows PC
Team: 8 People
Main Role: Level Designer, Sound Designer
Engine: Unreal Engine 4
Tools used: Google Doc & Sheet, Draw. Io,
Unreal Engine 4, Photoshop
Period: 6 Months (May - November 2017)
Applaydu & Friends
Applaydu & Friends
Applaydu & Friends
Applaydu & Friends
*To be updated with more soon
QUEEN: ROCK TOUR
Game DESIGN PORTFOLIO

Terminus: Lockdown Gameplay
APPLAYDU & FRIENDS (2021)
Platform: iOS, Android
Company: Gameloft
Applaydu & Friends is a live-service online multiplayer game that brings toys scanned from Kinder Joy chocolates to life. Scanned toys will turn into playable Avatars that can be used for the obstacle course multiplayer races and creating your own "Animoji". Every new season brings new content, features, and IP to the game.
MY contributions
For this project, I led the design of the game. I mainly designed the core systems and gameplay as well as the first 5 levels. As this is a game with seasonal content themed around known IPs, each season introduces changes such as new features, themes and maps. I worked on the first 2 seasons: Funko Music and Fast & Furious Spy Racers, where we built the foundation of the game.
Note: The current version of the game may look different due to seasonal updates and iterations. References shown are from varying seasons, but the core game design remained the same.
3C AND core gameplay
I designed the core features such as the 3C design, multiplayer obstacle course gameplay, matchmaking, "Animoji" systems, leaderboards, toy scanning, character customisations and progression.
Since it is a free game that revolves around the toys collected from Kinder Joys, I also had to account for those without toys. All players will have a neutral starter character, which can also be customised with different outfits and body part styles/colours that adhere to the IP's themes. I would define new outfits when a new season comes.
Like its namesake, the location is dominated by rotating obstacles and platforms. The level has a fairly straightforward layout, designed to be an easy/ onboarding level. Thus, it features simple challenges that practice the essence of the gameplay: timing and movement.
Rumble Down
This level features a slippery slope, literally. It is a downhill race with slippery floors, making movements less accurate. The obstacle would bounce players back, creating hilarious scenarios. Players are rewarded for accurately controlling their momentum, such as launching pads that propel them into the air, avoiding the slippery chaos below.
Splashy Paradise
Children tend to love waterparks, which heavily inspired Splashy Paradise. It is a vibrant water-themed level, with water canons and other splashy shenanigans trying to push players down into the pool.
Strobe Dash
Colours make the rules here. A unique level with pathways and platforms that activate on intervals based on the active colour sign. Players must observe the signs to find their way or risk falling off. It is a departure from classic levels, offering a different course that is won by quick decision-making and taking risks.
Skateboarding Haven
Instead of running, why not soar through the skies? A level featuring airborne challenges. Players will have to utilise fans to float to higher platforms or glide through the air to reach the other side.
SEASONAL CONTENT



The focus of the game revolves around the toys that the players can collect from Kinder Joy. My task was to build and design content that the players could get from those toys every season. This includes having different Avatars from the toys as well as different characters or items for gameplay purposes depending on the season.
check out the game
levels
As a game intended for mainly young teenagers or casual audiences, the levels had to be simple yet appealing in both challenge and gameplay. I also get to plan the visual themes, working closely with the art and tech team to bring them to life. As each season comes with a different IP, we would revisit the levels and redefine their looks with elements from that IP. For example: The first season was Funko Music. The levels were decorated with music-related props and the obstacles were shaped like musical instruments.
I designed the first 5 levels of the game. Here are the levels I worked on:
Turn Terror