We're All Going To Die!
Project information
- GenreTop-down multiplayer shooter
- PlatformPC
- EngineUnreal Engine
- Team Size15 - 20
- DurationMar 2020 - Jan 2021 (11 months)
- ReleasedFebruary, 2021 (Steam)
- Steam Link
We’re All Going To Die is a top-down co-op twin-stick shooter where players battle waves of diverse enemies, from bomb-rushing robots to towering lizard foes. Bosses with unique abilities add to the challenge, featuring both ranged and melee attacks. Players can unlock and upgrade perks to stay alive as the waves grow increasingly intense.
Constraints
- • Communication and time management - working remotely, during covid, with a big team.
- • Redoing or polishing the design ideas of previous members, according to on-going scope.
Level Design and Systems
I was given a basic level design description of 4 levels - Skybridge (x2), City (x1), Hidden (x1). My task was to design and create blockouts as per the instructions from the lead designer, iterate how the players will use the design to escape enemies and how the gameplay loop will continue for a long time without them getting stuck anywhere. I also had to design an unique systems for each of those levels.
Process
Keeping in mind that the game is a top-down shooter and the camera was supposed to be looking at a certain angle, these were the finalized mockups for Skybridge and City Outpost.
SKYBRIDGE LEVELS
Expand for more details
- SkyBridge Level 1 - Altitude Rising
- Skybridge Level 2 - High Rise Square (ME)
- Skybridge Level 3 - Azure Junction (ME)
For skybridge, a fellow level designer (who was working on Skybridge 1) had already added and placed the environment assets, I was asked to match those visuals as much as I can, in my levels, to make it aesthetically consistent.
The unique systems for my levels were - Rotating Bridges for Skybridge 2 and Teleporters for Skybridge 3.

Skybridge 2
The layout for Skybridge 2 with the rotating bridges had to be made from scratch. How the bridges worked was that after Random (1, 20) seconds, a bridge will rotate 90° on the map. When a bridge is about to start spinning, it will raise the fence around to prevent the player from falling. The baffle disappears after rotating. I added cross bridges to match with the original design.

Skybridge 3
The map layout of Skybridge 3 was the same as that of Skybridge 1 (a night variant), and the mechanics are also very similar, but the energy pick-up was supposed to be added as an additional condition. I mostly just added portals (main level mechanic), replaced and added the required assets to match and balance with the teleportals' gameplay.
However, the cross-bridges design somewhat caused concerns with the leads. I was asked to make the bridges one single platform.
I ended up redesigning the entire layout in 1 night which was then approved for final version.
CITY LEVEL - Planetside Park
Expand for more detailsThe main mechanics for the city outpost were Enemy Spawn Portals & health pick-ups. There are only 2 stable spawn points in this level, but there will continue to appear Spawn portals to spawn more enemies. This spawn teleporter will appear on the map and then gradually grow larger, until finally fully expanded, the enemy begins to emerge from it. It can be destroyed by player attacks.
To achieve the city outpost feel, I designed the level with narrow alleyways, open plazas, and destructible objects to create a dynamic environment. The level layout was designed to encourage players to move strategically, using cover and high ground to their advantage while being mindful of enemy spawn portals appearing unpredictably.
The final design of Planetside Park successfully balanced engaging gameplay mechanics with a visually dynamic environment. The addition of elevators added a layer of strategic movement, ensuring the level felt alive and immersive.
Iterative adjustments to the layout and mechanics ensured the design met both gameplay and aesthetic goals, resulting in a cohesive and enjoyable level.