Shipped Web Game

Street Dribble

A fast‑paced arcade football game designed for short, replayable sessions on the web. I led the gameplay and level design, focusing on readable challenges, difficulty pacing, and satisfying “one‑more‑try” loops.

Role Game Designer / Level Designer
Platform Web (Poki)
Genre Arcade / Sports
Overview
Street Dribble gameplay

Street Dribble challenges players to dribble a football through increasingly dense obstacle layouts. The core tension comes from speed and spacing: players must react quickly while still planning their path through cones, blockers, and moving hazards.

Design goals

What the experience needed to achieve.

  • Instant readability

    Ensure obstacles and safe paths are understandable at a glance, even at high speed.

  • Smooth difficulty ramp

    Gradually increase challenge density without sudden frustration spikes.

  • Replay‑driven retention

    Design levels to encourage repeated attempts and mastery.

My contribution

What I personally owned.

  • Gameplay design

    Defined the dribble mechanic, controls, speed curve, and fail conditions.

  • Level design & pacing

    Designed obstacle patterns and tuned spacing to balance challenge and fairness.

  • Iteration & tuning

    Refined difficulty and feel through repeated playtests and feedback loops.

Core loop

The moment‑to‑moment experience.

Loop

Start run → react to incoming obstacles → adjust position and timing → maintain control under speed pressure → fail or clear the section → restart quickly with improved knowledge.

Why it works

The loop rewards quick learning and pattern recognition. Failure is fast, readable, and immediately invites another attempt.

Key learnings

What this project reinforced.

Clarity beats complexity

Fewer, well‑telegraphed obstacles created a stronger challenge than visually noisy layouts.

Pacing is design

Small changes in spacing and speed dramatically affected difficulty and player confidence.

Fast restarts matter

Minimising downtime after failure kept engagement high and supported replay‑driven retention.