Zarvot

Level Design · Visual Composition · Switch Dev Kit Development

Summary

Zarvot is a stylish, fast-paced action shooter developed by indie creator Sam Eng (Snowhydra) and published on the Nintendo Switch. I joined during the final stretch of development, contributing single-player level design, arena aesthetics, destructible environment tuning, and Switch dev kit testing.

My work focused on shaping the game’s expressive visual feel, supporting new enemy types, refining combat pacing, and optimizing gameplay clarity under Switch hardware constraints. This project was my first hands-on experience with console development and helped shape my approach to readable, satisfying encounter design.

Main Website (SnowHydra) • Nintendo StoreSteamMobyGames (Credits)

Project Overview

For the Switch release, Zarvot expanded beyond multiplayer to include a full single-player story campaign. My contributions centered on creating expressive, tightly paced combat 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 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 clarity

  • Provide feedback to refine new mechanics further

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

Tools Used

  • Unity (C#) – level scripting, encounter assembly, visual composition

  • Nintendo Switch Dev Kit – performance testing, framerate validation

  • Photoshop – minor asset polish and lighting adjustments

  • Slack – 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.

What I Learned

Hardware-Conscious Design

  • How to build arenas that feel great while respecting memory and CPU budgets

  • Techniques for reducing visual noise without losing aesthetic charm

  • How destructible environments impact performance and readability

Collaborating on a Solo-Developed Game

  • How to quickly adapt to engine constraints

  • Communicating iterations through gifs, clips, and dev-kit captures

  • Supporting a strong creative vision through readable design

Encounter Pacing & Combat Flow

  • Balancing enemy timings, projectile behavior, and spatial rhythm

  • Ensuring readability even in chaotic, VFX-heavy scenes

  • Iterating based on real hardware feedback rather than PC assumptions

Shipping for a Console Platform

  • The mindset needed to deliver stable, polished content

  • How to test and refine gameplay under strict performance constraints

  • The importance of frictionless communication between design and engineering

Personal Reflection

Zarvot was a deeply formative project for me. It was my first time contributing directly to a Nintendo Switch title, and also my first experience working one-on-one with a lead developer on a professional project. That setup shaped me enormously as a designer.

One of the things I appreciated most was how clean, organized, and thoughtfully structured Sam Eng’s Unity project and codebase were. His setups were intuitive and well-architected, which made joining the project feel smooth and empowering. It allowed me to quickly understand the systems at play and confidently contribute new ideas, mechanics, and level designs.

What stood out even more was how collaborative, open, and genuinely supportive Sam was. Despite Zarvot being a long-running passion project of his, he welcomed me fully into its creative process. He encouraged experimentation, valued my perspective, and gave me the space to express my design instincts. That trust helped me grow tremendously — not just in technical skill, but in creative confidence.

After I left the project, Zarvot underwent some vision and scope changes, and not all of the levels I created made it into the final release. However, the work I contributed still played a meaningful role in shaping the direction the game eventually took. Many of my ideas, layouts, and experiments helped influence the final tone and pacing of the single-player content, and I’m proud of the imprint my work left on the project.

The experience taught me the value of collaboration, flexibility, and shared ownership, and it remains one of my favorite early milestones in my career.

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