Designing 26 levels across a modular hotel built from ~20 reusable room prefabs. Structural flow, encounter placement, art variation and playtesting iterations.
Shovel Out is structured around a hotel with an infinite number of floors. Each gameplay level is one floor — a self-contained space with its own encounter logic, pacing beat and art direction. The game is divided into a Prologue and two Chapters, each escalating in enemy density, ability complexity and environmental mood.
Every level is assembled from a library of ~20 room prefabs — self-contained spatial units combined and lightly modified per level. Each level = 3 rooms. The same prefab appears across chapters with different art, enemy layout and lighting.
Highlighted = used in Wild Ghosts · Hover to explore
Enemy spawns, item placement and cover positions adjusted per level within fixed prefab architecture.
Escalate difficulty across levels, release tension at story beats, climax at boss.
The second location in Chapter 1 — a three-level arc introducing ghosts as a new enemy type. Ghosts phase through cover and attack from unexpected angles, forcing players to rethink the cover habits built in the Prologue.
The modular system works only if the same prefab feels distinct across sub-locations. Within Chapter 1 alone, the same room architecture appears in multiple floors — identical layout, completely different mood. Lighting, prop density and color palette do all the heavy lifting.
Every Wild Ghosts level went through at least two playtesting rounds. The most significant changes came from observing how players misread ghost behaviour in the first encounter.