Vanessa Aguillar
Level Designer • Game Designer • Architect
Toy Sports

Position
Work Period
Platforms
Engine
Media Links
LEVEL | GAME DESIGNER
2022 - 2023
CONSOLES/ PC
UNREAL ENGINE
Info
Announced and showcased at multiple events; not commercially released.
Overview
Toy Sports is a multiplayer game that takes place in the imaginative world of children, where players control adorable and humorous toys and vehicles competing for points against the clock, and the winner is the one with the highest score. It can now be added to Steam's wishlist.
I had the chance and delight of collaborating with an amazing team on this project. I was responsible for major contributions across level design, systems planning, documentation, and implementation.

Responsabilties
Level Design
Designed and implemented playable levels, with a focus on smooth navigation, obstacle rhythm, and vehicle control feedback.
Developed levels using a hybrid grayboxing workflow in Unreal + Blender to ensure that track curves, inclinations, and jumps felt physically satisfying and aligned with the game’s vehicle physics.
Features and Prototyping
Introduced new obstacle and gameplay features to expand replayability. Used Blender for quick 3D blockouts and prototype testing in-engine.
Gameplay Documentation
Responsible for the Level Design and Game Design Documentation, including features, obstacles metrics, player interaction rules, challenge pacing, and level structure. Created state machine diagrams to support the programming team in gameplay logic implementation.
Metagame and Live Ops Planning
Helped structure the game’s long-term systems, including in-game currency, cosmetics, seasonal updates, and new maps.
Playtesting Leadership
Established a regular internal playtesting plan that became part of the team's routine development cycle. Organized and led structured playtest sessions, collected qualitative and quantitative feedback, and translated it into actionable design changes. Also coordinated external playtests with target audiences during public events, ensuring alignment between design intent and player experience.
Jelly Rings Level
Candy is a level inspired by sugary treats and entices players to run over wafers, and cakes, crash into gummy candies and even go through roulade tunnels. Level Design has a dynamic of alternating player respawn between two sides of the level and the player's objective is to collect as many points as possible on the rings that hover around the level. The level consists of a large lower arena with access to an upper path at both ends. And at the ends, at the bottom, some gates give access to rails with a points multiplier. The gates start closed and can be opened by players when passing through the activators.




Ballons Level
Ballons is a level inspired by backyard games/gymkhanas. The climate and environment instigate sensations of a fun and sunny afternoon in the backyard, childhood memories related to the theme, and the Score Points refer to the enchantment that helium balloons provide.




Ship Darts Level
Darts is a semi-linear level inspired by pirates on the sea. The whole level takes place aboard a pirate ship with various obstacles that players need to pass to reach the objective: a large target with point values from 1 to 4. The player starts at one end of the ship and the target is at the other end. When starting, you need to choose one of the four doors to advance in the level. The selected door influences the path to be followed in the sequence. When getting close to the target, the player needs to launch the toy as if it were a dart in one of the target's scoring areas.




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