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Divergence Sync

(2024)

Something of yours was stolen, chase down the thief through this futuristic greybox . Try to complete this level as quick as possible and beat your high score!


Game a Week Prompt: level Design - Something punk/core

Duration:

1 Week

Group Size:

Solo

Divergence Sync

Solo Game Developer

Role:
Responsibilities:

During this project I was responsible for:

  • Player Controller Development

  • Gamemode Development

  • Game Design

  • Level Design

My Work

Divergence Sync was inspired by the Mirror's Edge franchise and its clean-punk aesthetic. I began the project with physical sketches, mapping out the level and gathering feedback before iterating on the design. Once the concept was solid, I greyboxed the entire level. I developed the player controller from scratch, implementing features like mantling and crouching. In addition, I built the perspective transition system and designed the timer event system, which functioned as both save points and checkpoint timers.

Divergence Sync

My Takeaways

Divergence Sync

Divergence Sync was a great game for learning level design principles. I used elements such as valves, leading lines, and landmarks, among others, to create a solid level flow. If I were to revisit the project, I would pay more attention to scale, as I have in more recent projects. For example, I now use character models as references to determine the appropriate size of building doors and other structures. I believe this would improve the flow and result in a more cohesive and believable environment. I would also love to implement local saving of best times between games.

© 2025 by Matthew Tamati. All rights reserved.

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