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Escape the Labryn

Roles: Game Designer

Genre: Survival Escape

Team Size: 4

Engine: Roblox Studio

Responsibilities

  • Created a master balance sheet to visualize the frequency of all traps, obstacles, enemies,
    and level decorations present in each maze section

  • Collaborated with Engineering Lead to create in-game configurations to allow for quick and effective
    balance changes

  • Led weekly internal playtests to gather team feedback on game direction and pain points

  • Worked closely with Chief Technology Officer and brand partners to create multiple game iterations,
    focusing on player discovery and replayability

  • Owned the design process for enemy, player, and item mechanics, as well as both boss encounters

While at Toya, I had the opportunity to work on Escape the Labryn. As the sole designer on the team, I worked closely with a small team of Engineers to bring the game to life. It's been an honor getting to work with such an incredible team, and being apart of such an amazing game!

Balance Visualization

While working on Escape the Labryn, one of my responsibilities was to balance the game. This included both how frequently enemies appeared, their difficulty, and how frequently different environment decorations appeared.

In order to effectively balance these, I used Google Sheets to create graphs that visualized which enemies and decorations appeared in each maze section. Additionally, the graphs also showed the percentage each one had to appear in of the 20 squares that made up each section, allowing the balance to be fine tuned even further. Once the spreadsheet looked good, I would implement the values into the game and test to ensure the maze felt fair.

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Breaking up Gameplay

In order to prevent players from losing interest from exploring 60 maze sections back to back, we designed 4 break areas to allow players to take a moment of rest and prepare before heading deeper into the maze. These were spread out every 12 sections, with lore and items hidden around to incentivize exploration.

I designed a mini-boss and boss fight that players would encounter as they progressed. The goal was to have these serve as fun fights that had higher intensity, before players reached the middle rest area and end of the game. Each encounter had unique mechanics, ensuring gameplay stayed fresh.  

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