REWORLD

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    Goal

    Reworld is a 3D engine, similar to Roblox, that empowers amateur creators to build digital worlds and games. The engine includes intuitive 3D creation tools and widgets, making it easy for users to design their own levels and experiences. Instead of requiring complex programming, Reworld offers built-in mods that simplify the process of assigning behaviors and actions to assets. Additionally, the platform features a developer storefront, where creators can upload and share or sell their work. This gives developers the flexibility to purchase made assets or tools from others, rather than building everything from scratch.

    • The engine comes with 3D creation tools and widgets that allow users to easily design their own levels and games.

    • A developer storefront is available for creators to upload their projects to share or sell to others.

    • Instead of programming assets to perform specific actions, the engine includes mods, which allow for simple and easy programming.

    Design & Gameplay Overview

    Design Process:

    The design process in Reworld begins with blocking out the environment using its built in 3D creation tools and widgets. Much like working with a modular kit, this stage allows the designer to quickly define the playable space, establish flow, and plan key sightlines or encounter areas. Once the spatial layout is set, the next step is to implement gameplay logic through mods.

    Gameplay modding process:

    These mods function as ready made systems such as triggers, AI behaviors, or interactive objects that can be layered onto assets to create player challenges and interactions without complex coding. After mechanics are in place, the designer moves into iteration and testing, refining pacing, balance, and player navigation through repeated playtests.

    Levels created in Reworld

    Epilogue

     

    During my time as a level design contractor at Reworld, I focused on creating template levels that would inspire and guide the next generation of game designers. I developed three distinct levels an obstacle course, a combat arena, and a platforming challenge each designed to teach core principles of flow, pacing, and gameplay mechanics. These templates will be published in the engine, providing aspiring creators with a foundation to experiment, learn, and build their own unique projects for millions of players. Through this work, I contributed to making the engine more accessible while fostering creativity and learning within the community