top of page

Coraline: Evade the Others

Roles: Game Designer

Genre: First Person Horror

Team Size: 10

Engine: Roblox Studio

Responsibilities

  • Designed 8 unique puzzle rooms focused on increasing player engagement with the core game loop, resulting in a 30.8% increase in average playtime

  • Created all in-game limited time events, each with a smaller unique game loop designed to increase multiplayer game sessions

  • Collaborated with Art leads to bring UI from initial wireframes to the final in-game product

  • Designed an additional Prop Hunt mode, redesigning it to focus on replayability and retention, resulting in a 7.1% increase in overall player retention

  • Responsible for taking player comments and creating multiple iterations of the core game loop to address feedback 

While at Toya, I had the opportunity to work on Coraline: Evade the Others. As the sole designer on the team, I was responsible for all the design work on the game. This included the initial Game Design Document creation, the enemy/player mechanics, balancing, and everything in between, along with their iterations. Additionally, once the game launched, I was responsible for designing updates for Live-Ops. It's been an honor getting to work with such an incredible team, and being apart of such an amazing game!

Accomplishments

  • Won "Best Roblox Game" at the 2025 Pocket Gamer Awards

  • Reached 500k visits just 4 days after launch, with a 93% player approval rating​​

Bringing an Existing IP to Life

When I began working on Evade the Others, one of my first tasks was to create the initial Game Design Document (GDD) that we would use when building the game. With this being a game for an already established IP, my first step was to familiarize myself with it, ensuring the GDD fit with existing lore and media. 

While creating the GDD, I met with the team daily to hear their feedback and iterate my designs accordingly. Additionally, I worked closely with the team at LAIKA to ensure proposed designs fit well with their IP.

Iteration

Once Evade the Others released, we began monitoring the KPI's and realized that play time was lower than expected. After analyzing the data to diagnose the cause, I led the creation of 8 unique puzzle rooms designed to help break up gameplay, resulting in a 30.8% increase in average playtime.

Another area we discovered players were struggling in was avoiding enemies. As a result, we created hiding places for players to escape to and utilized configs to reduce the overall enemy difficulty. Additionally, we redesigned enemy behavior from the ground up, focusing on simplifying them to allow players to more easily understand their mechanics.

bottom of page