Team Tiger
Team Tiger is a studio focused on making the next generation of casual puzzle games.

While working on Secret Puzzle Society I was focused on creating match 3 levels while the game was in preproduction. After launch I transitioned to the rooms team where I designed and spec'd out rooms for the Secret Puzzle Society meta.



  Secret Puzzle Society
Secret Puzzle Society is a match 3 game with an escape room meta. Players earn clues by winning levels and can then spend those clues in unique rooms that have a series of puzzles the player needs to solve to 'escape' the room.

Below are walk throughs of some of the rooms I designed. I was responsible for the design and narrative for each of the rooms. I also coordinated with art, outsourcing, and tech art to bring the rooms to life.

Watch the Greek Temple Room walk through below:




Watch the Train Car Room walk through below:




Watch the Train Car Room walk through below:




The process of creating the room designs started with a room theme. Once a room theme was established a high level story arc was created as a means to guide players through the room. We thought of the rooms as characters in their own right. Next a quest tree was created for all of the different tasks a player would have to do in the room. Initially I did all of this brainstorming and exploration in Figjam where I would rought out the quest tree and create a 2D layout of the room. In subsequent rooms after the Greek Temple I still created the quest tree in Figjam but opted for doing a 3D block out of the room in Unity rather than a 2D layout in Figjam. This increased the development time for rooms on the design side of things, but drastically reduced production time for the rest of the pipeline. It also helped to make design intentions clearer to the rest of the team resulting in fewer miscommunications and bugs.


Roles and Responsibilities:
  • Preproduction - Design and create match 3 levels for launch
  • Preproduction - Help define best practices for level design team
  • Preproduction - Review and give feedback on level designs of other designers
  • Live Ops - Design and spec room layouts, quest trees and narrative / dialog
  • Live Ops - Iterate and refine room specs to be easily understood by multiple disciplines
  • Live Ops - 3D room block outs in Unity - room layout, task and camera positioning
  • Live Ops - Work across disciplines to communicate the vision of each room, and bring it to life