
Original 2D Blockout: Ratchet and Clank (PS4)
Level Creation Exercise
Objective:
Complete a timed design test for Insomniac Games by creating an original level mid-production while adhering to the studio’s existing mechanics and gameplay metrics.
Process:
Research & Analysis
Studied the game’s established mechanics, player metrics, and core systems as required by the test
Broke down traversal distances, combat pacing, and spatial metrics such as jump gaps, cover height, and line of sight
Identified constraints to ensure all design decisions respected the boundaries set by the test parameters
Concept & Planning
Designed a level flow that balanced exploration, traversal, and combat encounters, consistent with Insomniac’s gameplay style
Outlined encounter pacing and player guidance strategies while aligning with the intended difficulty curve
Produced documentation for the test that clearly articulated intended player experience and design goals
Blockout & Spatial Design
Built a blockout with strict attention to scale, movement metrics, and combat spaces defined in the test requirements
Integrated traversal challenges and combat arenas that leveraged existing mechanics rather than adding unsupported features
Iterated on layout to ensure readability, player choice, and smooth progression within the constraints of the exercise
Production Considerations
Approached the design test as if working inside a live development pipeline
Focused on modularity, asset reusability, and efficiency for potential team handoff
Considered technical limitations and performance implications while building the test level
Outcome
Delivered a fully original, production-ready level concept that demonstrated technical expertise, adaptability, and alignment with Insomniac’s design philosophy
Successfully completed the Insomniac Games design test under strict constraints, showcasing readiness to contribute within a professional studio environment