SUBOPTIMAL

First person / Multiplayer / Party Game

SUBOPTIMAL

First person / Multiplayer / Party Game

TimeLine

4 weeks

Team

8 People

Engine

Unreal Engine

Personal Responsibility

Level Design / Art Direction / UI Design

TimeLine

4 weeks

Team

8 People

Engine

Unreal Engine

Personal Responsibility

Level Design / Art Direction / UI Design

PROJECT OVERVIEW

Goals and Timeline for the whole project
Online Multiplayer
Communication
Cooperation
Funny / Goofy

SUBOPTIMAL is a low-poly, 4-player online co-op game where players work together to pilot a janky submarine through a dark underwater cave system. Each player manages a different part of submarine, making communication and coordination essential for survival.

My responsibility is mainly on Level design of our submarine, Subopitmal, which includes gameplay logic, Level iterations, and working on the art dressing part of Submarine. In addition, as the art direct, I works on art related stuffs, such as UI, and dealing with the issues of materials and post-process.

My Objectives

LEVEL DESIGN

Minimum but Functional

Clear Circulation Path and Readable Layout

Fast, Intuitive movement

ART DIRECT

Unified Style

Environment Narrative

Happy Atmosphere of Submarine Interior

UI DESIGN

Clear Information

Radar Style

Blend 2D and 3D for Stylized Art Direct

Project Timeline

WEEK 01: Idea & Core

Prototyping, Multi-player set, Submarine Functional iterations.

WEEK 02: Alpha

Player systems, Level iterations, Multiplayer replications

WEEK 03: Beta

UI/UX design, Game-play loop and Functional updating, Level final iteration and Dressing

WEEK 04: Final Polishing

Playtest and Bug fixing, SFX, VFX, Material and UI polishing

WEEK 01: Idea & Core

Prototyping, Multi-player set, Submarine Functional iterations.

WEEK 02: Alpha

Player systems, Level iterations, Multiplayer replications

WEEK 03: Beta

UI/UX design, Game-play loop and Functional updating, Level final iteration and Dressing

WEEK 04: Final Polishing

Playtest and Bug fixing, SFX, VFX, Material and UI polishing

Design Process

Workflow and Breakdown of the Level

References and Inspiration:

My goal was to design a submarine interior that felt functional, readable, and grounded, while still supporting our goofy game tone.

To achieve this, I drew from:

  • Real-world submarine layouts and compartment functions

  • The spatial logic in Subnautica and We Need to Go Deeper → These games inspired a compact, linear arrangement that keeps players close together and constantly interacting


Level Design Workflow:

From our early discussions, it became clear that player movement and actions inside the submarine would be one of the core pillars of the game. The interior layout had to fully support this—fast reactions, clear navigation, and meaningful player roles.

My workflow focused on shaping the interior around this pillar:

  1. Defined the Gameplay Loop
    Used flow maps in Miro to track how the interior gameplay loop evolved across design meetings.

  2. Mapped Key Player Actions
    Identified what players do inside the sub, which rooms these actions relate to, and how quickly players need to react.

  3. Iterated the Layout

Level Iterations

Workflow and Breakdown of the Level

The submarine layout changed multiple times as our gameplay loop became clearer.
As our main goals, I decided layout intentionally restrict full visibility so players can’t “camp” at one station, and they can only get limited information from different rooms. Therefore, Early versions included four separate functional rooms. but they clustered together.

Later on, as we refined the in-sub tasks and pacing, the layout needed to become simpler, clearer, and easier to navigate.

Initially, I experimented with more stylized and varied room spaces, but this conflicted with our goal of fast movement and readable routes. I simplified the geometry, tightened room connections, and reorganized compartments to support the updated gameplay flow.

Pre-Alpha: Idea & Core

Paper prototype, Game action mapping out, shape and size definition

Alpha: Prototype

Build Level in Engine, Build tech level props, Play around to test scale and Player reaction time

Beta: Iteration

Re-position functional rooms, Larger Information Hub, Tightened room connections

Final Polishing

Dressing and Collider fixing

LEVEL ITERATIONS

Pre-Alpha: Idea & Core

Paper prototype, Game action mapping out, shape and size definition

Alpha: Prototype

Build Level in Engine, Build tech level props, Play around to test scale and Player reaction time

Beta: Iteration

Re-position functional rooms, Larger Information Hub, Tightened room connections

Final Polishing

Dressing and Collider fixing

LEVEL ITERATIONS

Core Challenge and solution

The Biggest Challenge for me is the totally different way for level design.

My responisibility is designing the level and dressing of the submarine. However, as we finally decided to make it as a Blueprint pawn in game, which means that: 1. the level cannot be test exactly before the tech and programmers finished the movement of the sub. 2. it will takes much more time to move levels into blueprint when comparied with the normaly put level in the maps.

For the solutions, and that also explains why I forcused more on Gameplay loop at begining and make several space syntax diagrams. Using some relative knowledge will iterated and check if the spaces and connections works well in a theoretical way.

Art Works

Goals and Timeline for the whole project

Because our team didn’t have a dedicated game artist, I took responsibility for the art direct on the submarine interior and the whole game. This came with several challenges:

  • We had limited interior assets, and most materials in the pack were too detailed and gritty for our bright, goofy tone.

  • Real submarines—and most references from other games—are dark, industrial, and heavy, which made it difficult to visualize a “happy, friendly” submarine.

  • Time constraints meant I had to balance art tasks with level design responsibilities.

To address this, I started by gathering submarine references and mapping out their structure using color-coded diagrams.

I then used Unreal’s modeling tools to build simplified shapes that matched our tone. Throughout the project, I also learned and adjusted materials, post-process settings, and basic UI elements to maintain a consistent, playful aesthetic.

UI and Post Process

Goals and Timeline for the whole project

For UI, my goal was to support our core design pillars—limited information, communication, and teamwork.

I first prototyped the control-station interfaces in Figma, then brought them into Unreal using 2D SceneCapture cameras to feed live views to each console. In this process, I learnt how to make the scene into radar style by using post process, which more fits to the submarine background.

I also built a 3D treasure map to improve readability and created functional UI elements like a vertical depth compass and warning indicators to give players clearer, real-time feedback without breaking the submarine’s constrained visibility. try to change some thing and see


Toolkit

Software and Knowledge used for solutions
Cooperation
Task Update
Ideation and Diagrams
UI prototype
Space syntax

Reflection

My Thinking for the whole project

SUBOPTIMAL taught me that a successful level is not always defined by spatial variety. In a cooperative multiplayer submarine, clear layouts and readable connections are more valuable than diverse spaces, as they directly support communication, coordination, and fast decision-making. Designing the submarine as a moving, Blueprint-driven level further strengthened my ability to balance clarity, function, and visual consistency under technical and asset constraints.

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