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
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 emphasize 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 the to explore our zones.
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.
























