Mama Hawk

Game Design · Level Design · Creature Design · Programming · Mobile Development

Summary

Mama Hawk is a mobile action-arcade game where players guide a hawk mother as she hunts, avoids danger, and feeds her growing brood. With handcrafted levels, expressive creature behaviors, and a playful natural ecosystem, the game blends action, timing, and light puzzle-solving.

I joined the team as a Level Designer, but my role quickly expanded into Game Design, Creature Design, Programming, UI contribution, and worldbuilding. I created levels, designed and implemented many of the game’s creatures, built environmental effects, contributed to UI, supported production, and helped prepare the game for public showcases.

All of my work shipped in the final game, and Mama Hawk was featured at Play NYC and Pax East.

Main Website (SnowHydra) • Nintendo StoreSteamMobyGames (Credits)

Project Overview

Zarvot is a stylish, fast-paced action shooter developed by indie creator Sam Eng (SnowHydra) and published on the Nintendo Switch. It features expressive visuals, tactile destructible environments, and a mix of single-player and multiplayer gameplay.

I joined during the final stretch of development to support the Nintendo Switch release, focusing on single-player level design, visual polish, combat pacing, and hardware-aware optimization. This project also provided my first hands-on experience with Nintendo Switch dev kits.

SnowHydra (Main Site) · Nintendo Store · Steam

My Contributions

Single-player level design

  • Arena aesthetics & visual composition

  • Enemy wave pacing & combat flow

  • Destructible environment tuning

  • Switch dev kit testing & optimization

  • Close collaboration with Sam Eng

What I Worked On

Single-Player Level Design

Zarvot originally focused on multiplayer, but for the Switch release, the game expanded with a single-player story campaign. My work centered on creating arenas that delivered:

  • Smooth movement flow

  • Clear readability

  • Strong combat beats

  • Satisfying visual feedback

I worked closely with Sam Eng, who created new mechanics and enemy types. He would develop or code features, and I would:

  • Place, tune, and integrate them into new arenas

  • Adjust pacing based on how they felt moment-to-moment

  • Iterate on layouts to support single-player combat clarity

  • Provide feedback to refine new mechanics further

This ensured every encounter felt expressive and aligned with Zarvot’s personality.

Level Aesthetics & Visual Composition

In addition to mechanical design, I shaped the visual look and clarity of several arenas. Zarvot’s minimalist, expressive art style required attention to both beauty and function.

My aesthetic contributions included:

  • Designing levels that were pretty, readable, and coherent

  • Composing scenes using shape language and lighting

  • Balancing arena detail with fast-paced gameplay clarity

  • Maintaining style consistency while optimizing for hardware

This helped each arena feel unique, inviting, and visually satisfying to destroy.

Console Development (Nintendo Switch)

This project gave me hands-on experience with console development and optimization.

My responsibilities included:

  • Testing arenas directly on Nintendo Switch dev hardware

  • Identifying memory, frame-rate, and performance issues

  • Adjusting layouts, visuals, and destruction loads to improve stability

  • Collaborating with Sam to optimize assets

  • Refining pacing based on how fights felt on the actual device

  • Running iterative playtests together on Switch dev kits to validate clarity, feedback, and performance

This taught me the importance of designing with hardware limitations in mind and adapting quickly based on technical findings.

Collaboration with Sam Eng (Creator, Lead Developer)

A major part of my contribution involved close, iterative collaboration with Sam Eng, who created and coded the core game.

Our workflow included:

  • Discussing new enemy types, hazards, and features

  • Sam developing mechanics and passing assets to me

  • Me placing, tuning, and polishing these elements within arenas

  • Iterating on combat pacing and difficulty

  • Testing new levels together on a Switch dev kit

  • Refining visuals and destruction based on shared playtest results

This collaborative loop allowed us to keep each level expressive, satisfying, and technically sound.

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