Hermes Runner
Hermes Runner is a 3D movement-based open level parkour punk game. Free run using Hermes’ boots, deface billboards, and make deliveries in a reimagined 2000s Greek city where the Gods are real, and they own everything.
Project Type:
Capstone Game:
Fall 2024 - Spring 2025
Link:
Roles:
Lead Level Designer
Lead Producer
Lead Gameplay Designer

Hermes Runner is a Third Person 3D platform parkour based game that I worked on as a Level Design Lead, Design Lead, and Producer. I focused on managing the design of the games level and systems. I managed a design team of 15 people and a level design team of 5 people including myself. My focus was on creating an interesting space that emphasized our unique movement and keeping our team on a consistent track
Level Design
My main responsibility as a Lead Level Designer on Hermes Runner was to polish and intertwine the seven in-game zones together while also crafting the "Sea" and the "Market", two of the main zones. The sea was the connecting space between our main island and the temple, while the market was a vital landmark location.
One of my particular challenges while designing for the Sea was to keep it open while still leading the player to the location's we wanted them to visit. This includes leading the player through the use of different "weenies" that lead to the exploration of our zones.
Movement was a priority in Hermes Runner and to highlight the well programmed movement system I wanted to create moving "features" that required "smarter" jumps. These moving features were used as an opportunity to challenge the player. The three features that we decided on adding were: a moving gondola to cross the full map, moving boats, and aqueducts to transport the player.
I decided to focus on the boats first and research what would be the best way to create these moving platforms. I learned about splines and how perfect they were for interaction with our player movement.
I created this spline system to interact as a mappable moving platform system. My goal for this system was for the boats to follow a predetermined path, looping around. After a few playtests I realized I would need to be able to adjust the splines. I added a editable feature to the spline to allow our designers and engineers to adjust it. This became extra useful for our playtests since it was easy to adjust to changes in the movement system on the fly.
Once I built up the spline system for the boats I was able to copy the system for the gondola and aqueducts. Each of the two had their own adjustments and quirks, but they were built as child nodes of the same system.




Image of a statue being used during pre-production as a "weenie" for player guiding
A structure I placed on the center island to guide the player in pathing through usage of the boats


Imagine of the base splines path looping in level.
Image of the initial spline blueprint
Image of the final boats placed and mapped, with now triple the amount of moving platforms
Original placement of boats in Sea section. The original mapping had only a few moving platforms on splines and the rest still boats.


Image of a wind splines that is alongside the aqueduct. This wind spline follows the side of the aqueduct and continues into different parts of the level.
Image of the wind spline that connected the gondola. This path was used as a crutch for the player to explore the map while still enjoying the movement.
Iteration and Producing
It was a learning process for me, and now that the game is released, there are so many things I would change; that is, if I had time. The biggest thing I learned, however, was probably that there are some obstacles in the game development process, and all you can do is the best you can do with the time and resources you have at your disposal!
I was responsible for almost all aspects of the level, from start to finish. My process began with our prototype level, which was a proof-of-concept. In this iteration, I took inspiration from the unique street layout of many western European cities. Where tall buildings are built side by side and many streets are narrow. I created a full level with blocking and detailed spacing. I worked on creating the market and how the port with smooth transitions between each space.
Once our project was greenlit for the next stage, I went back and realized that our level layout did not match the tone of the game. I went back to the drawing board and designed a new island matching the shape and style of the Greek island of Santorini. I made sure that our level designers were excited for their new design space and we immediately began iterating. The new level went through many different iterations.
As the Level Design Lead I was responsible for not only placing all our major assets in game but also populating the level with all the interactables. This includes creating and distributing all the billboards, delivered, moving platforms, and many more.
Once I built up the spline system for the boats I was able to copy the system for the gondola and aqueducts. Each of the two had their own adjustments and quirks, but they were built as child nodes of the same system.

Original Market I drew up as a paper concept
Mapped out molecule map I created of the original concept.

Imagine of the initial port that I created and blocked out spacing for.
Image of the initial blocked out market
Iteration of map with new spacing
Image of a 3rd iteration of the adjusted level.



Image of a wind splines that is alongside the aqueduct. This wind spline follows the side of the aqueduct and continues into different parts of the level.
Image of the wind spline that connected the gondola. This path was used as a crutch for the player to explore the map while still enjoying the movement.



Iteration and producing
It was a learning process for me, and now that the game is released, there are so many things I would change; that is, if I had time. The biggest thing I learned, however, was probably that there are some obstacles in the game development process, and all you can do is the best you can do with the time and resources you have at your disposal!
I was responsible for almost all aspects of the level, from start to finish. My process began with our prototype level, which was a proof-of-concept. In this iteration, I took inspiration from the unique street layout of many western European cities. Where tall buildings are built side by side and many streets are narrow.
Once our project was greenlit for the next stage, I went back and realized that our level layout did not match the tone of the game. I went back to the drawing board and designed a new island matching the shape and style of the Greek island of Santorini. I made sure that our level designers were excited for their new design space and we immediately began iterating. The new level went through many different iterations.
As the Level Design Lead I was responsible for not only placing all our major assets in game but also populating the level with all the interactables. This includes creating and distributing all the billboards, delivered, moving platforms, and many more.
Gold 2
-Worked on the invisible music barriers, making it so the music activates when you are in each section of the level. These were made by Jaden and I worked on the spacing of them around the level to make sure there was no space where music didn’t activate
Fixed the location of many buildings in the market area. I also fixed the landscaping in the
market area making sure the buildings fit smoothly on the ground. This helped me for our next sprint as to make the space much more interesting
I inserted the bill board images that JJ made into the engine. I created the billboards using a combination of assets from different artists in the engine. I then chose the locations for all the billboards, posters and placed them around the level adding about 15 of them.
I intentionally placed the spawn point with intentional game play mechanics introduced such as the billboard. This was the thing that took the most time as it is utterly important that I represent the gameplay well.
I helped our level designers move assets into different sublevels as we were having perforce
issues with people saving over other people's work since so many people were in the engine at the same time. I showed people in discord and in person but then made a Youtube tutorial.
I then created the market, smoothly making it match with the rest of the level. This is done with the custom assets and then creating a few of my own buildings in the engine. I had Harrison help me with the terrain.
I worked with the team to place all the deliveries. I placed them with intention as they are the main objectives. It created custom different pathing for the player where the player will
experience specific gameplay
Live ops sprint 2
I worked on the market. The old market was basic and not an interesting space. I worked on
creating an exciting location where the player is able to use the different mechanics in different
ways
As the design lead and level design lead I took feedback that Neal gathered from the playtest
and steam reviews and created a priority list. This list was written out and then during our in
person meetings I talked to specific team members making sure we are able to continue
polishing and working on bugs
Final Exec
This Final exec I focused on polishing the level. We worked on adding music to the main menu
level. This was just done by adding the sound file into the level.
The next thing I did was work on the gondola. I created a wind tunnel system through the
gondolas spread out through the level. This created a fun system where it can connect the
different parts of the level. I also leveled out the terrain and worked on the structure of the
terrain.
I worked on the museum, working on the way the blackout visual look and how it is connected to
the ground. This includes adding new assets such as chairs, doors, stairs, windows and worked
on the terrain smoothness around the building.
I worked on uploading the new boat assets that had no mast. This boat was spread around the
level and replaced some of the old boats. This was also an opportunity to create 3 wind tunnels
all throughout the level.
I added ruins around the level, these ruins create a fun obstacle for the player to experience as
they run around the level. These ruins are spread around through the edges of the map. I also
added arches throughout the residential slums, both near the market.
Then I worked on the billboards. These billboards needed to be re-imported and re-distributed
as we had some issues with the interaction. This means I recreated the Billboard in the engine
and then spread them throughout the level.
Finally I worked on collision issues on certain buildings and made sure we had any other issues
fixed, this includes helping others with their regions moving around interactables and final
polishing of certain issues.
























