Moledy is a student game project developed in a fully custom engine by a multidisciplinary team. Because we did not rely on any commercial game engine, core production tools such as level editors, tile-mapping systems, and asset instancing were not available by default.
Early in development, this created a major risk: level creation was slow, manual, and not scalable, threatening our ability to iterate within the project’s timeframe.
The game relied on a tile-based digging system, but the engine had:
Manually placing tiles directly in-engine would have required days or weeks per iteration, making rapid level design and playtesting impractical.
As a result, level creation became the project’s primary bottleneck.
To unblock development, I designed and implemented a custom level-building pipeline that allowed the designers to work visually while remaining compatible with our engine’s limitations.
I used Tiled as an external graphical layout tool because it:
I wrote a custom C# conversion script that:
This workflow shifted level creation from manual placement to a data-driven pipeline, dramatically reducing iteration time.
Although the solution was unconventional, it proved robust and effective under real production constraints.
In addition to my main role as the design lead, I contributed to: