My name is Peter Tran and I'm a game designer who specializes in level design and am a graduate from the Vancouver Film School Game Design Program.I was the winner of the Red Bull Capture Point Photography Contest 2022 and won Best In Show for Canada.I am a Canadian actor of 10 years, represented by West Coast Talent Management. Contact [email protected] for any inquiries.

GAME DESIGN

ESC/APE
Student Project
Role: Level Designer
2025

Burst Your Bubble
Global Game Jam 2025
Role: Level Designer

ESC/APE: GORILLA WARFARE
Personal Project
Role: Solo Dev
IN PROGRESS


Haunted House
Student Project
Role: Level Designer
2024

Memories of Yheleanor
Student Project
Role: Level Designer
2024

Counter Strike 2: Abandoned Market
Student Project
Role: Level Designer
2024


Gamba Gun
Commission
2025
Role: Trailer Editor

ESC/APE is a first person, movement & physics based combat game where you take control of Abe, a genetically enhanced ape that has been held in captivity for testing his entire life. Slide, throw, and slam your way through the trials laid out before you and prove you are the apex specimen. Is this just another day in the lab for Abe, or will he finally make his escape?

Created by SKüFT

Vish Epa - Project Manager
Peter Tran - Level Designer
Clara Ogston - Level Designer
Nolan Ross - Tech Artist
Toni Toncic - Environment Artist
Angus McAloon - Programmer
Declan Johnston - Lead Composer
Wildan Tao - Lead Audio Designer
Guill Magumcia - Trailer Editor

Trailer

Footage Captured By Peter Tran


Gallery

Photos by Peter Tran

Behind The Scenes...

Painting the Arena: Creative Solutions for a Violent Vision

We aimed to create a game that blended retro aesthetics and simplicity with modern chaos, featuring physics driven objects and the concept of "painting the arena" with enemies. However, some team members were opposed to the idea of excessive gore, so we needed to maintain the spirit of destruction and ultra violence without crossing that line.I also felt that over the top blood could come off as juvenile if not executed well, and we wanted the game to have an antagonistic force that aligned with the fun, humorous vibe of our team. After some brainstorming, the Blubs were born. These low cost, lab created, disposable enemies were originally designed for testing purposes but long after humans went extinct, the Blubs took over the lab where Abe still resides.As the project progressed, we grew attached to the Blubs. They became our quirky mascot. They were cute, funny, and the perfect vehicle for the splatter and chaos we wanted without it feeling too violent. Now when they exploded and screamed in agony, it was all part of the fun, and players embraced it without a second thought.

The Recipe

Before setting out to build the game, the team and I had to know what we were making. We spent a month in pre-production to nail down what excited us and created a GDD (Game Design Document) to solidify our plan. We would constantly refer back to this document as our North Star to help make hard decisions and changes as they came up to ensure the choices we were making were aligned with our original vision. We ended up creating a game true to our initial concept and expanded on it in ways we didn't anticipate for the better.


Trailer Concept

BY Peter Tran

Being a Designer to Unify Vision and Drive Development

As production progressed and our game evolved, it became clear we needed a dedicated designer. Someone to make final calls, keep development moving forward, and unify our ideas under a cohesive vision. While we all contributed to the game's design, having a central decision maker and vision holder was essential.After a team meeting (with zero bribery, promise), the vote was unanimous. I was the person the team wanted for the job. I hadn’t campaigned for it, but my team trusted me to turn our ideas into something playable rather than an endless list of “what ifs.”As a level designer, I was already shaping the player’s experience with our collective work. That put me in constant communication with artists, programmers, composers, and, of course, my level design partner. With so many touchpoints across the team, I had a clear understanding of our vision and the confidence to help unify it. My teammates recognized that I was already doing much of what a designer does and suggested me for the job. With their trust in my judgment, stepping into the role of "designer" felt natural.I had a finger in every pie, so to speak. From sitting in and giving feedback for music, vibe checks and making reference boards with dimensions for the artists, creating a story board and concept trailer, giving feedback and tuning and balancing what the programmers give me, and of course, designing the game and levels.Here's a look at the concept I created for our trailer editor to give him the gist of what I was looking for. He took it and ran with it and gave us an amazing trailer.

Everything in its right place

When the chance to add more to my plate came up, I foamed at the mouth with excitement (metaphorically). Our team urgently needed a centralized hub. I wanted somewhere to track tasks, sprints, bugs, key files, meeting notes, and playtest data in one easy to navigate space. Being the organization enthusiast that I am, I set up a Notion TeamSpace with Jira integration to streamline everything.I designed it not just for efficiency but for accessibility, ensuring my team could quickly find what they needed instead of digging through scattered files. Throughout production, I maintained and updated the TeamSpace, and it became an essential tool in keeping our workflow smooth and our focus on making the game the best it could be.

Time + Iteration = Quality (lots of playtests)

Testing wasn’t just a phase of ESC/APE’s development, it was the engine that constantly drove our game forward. I pushed to run as many tests as possible and during the projects development, I led over 100 playtests, capturing player behavior, bugs, and feedback with a structured, repeatable process.As the Level Designer, I compiled detailed reports that tracked everything from gameplay issues and art inconsistencies to feature requests and completion data. I documented and organized the data so our cross disciplinary team of artists, programmers, and designers could make informed decisions quickly. These insights helped us refine the experience, cut clutter, and amplify what resonated with players.We boosted our playtest completion rate from 55% to 98%, because what good is a game if nobody finishes it? I relied heavily on real time observation rather than just post play surveys, ensuring feedback wasn’t influenced by suggestion bias. That combination of hands on testing, thoughtful analysis, and iterative improvement was why our game was half as good as it was. That, and the sleepless nights spent making sure everything was in tip top shape.

From the Ritz to the Rubble

some stuff about how we couldnt use this shit but gave us a good idea

From the Ritz to the Rubble

some stuff about how we couldnt use this shit but gave us a good idea

UNDER CONSTRUCTION...

Currently designing and documenting...
Check back for updates!

Burst Your Bubble! is a fast-paced, 2D pixel art 1v1 brawler where trigger happy bubbles armed with harpoons battle to be the last one floating. Outsmart, outshoot, and outmaneuver your rival as you float and harpoon your way to a nail-biting victory and burst your opponent's bubble. The crowd is itching for some high pressure action so get out there and give em a fight that really pops!

Created by Team 73

Vish Epa - Programmer
Pasha Stierle - Programmer
Ivan Plouganou - Programmer
Clara Ogston - Artist
Luvjot Chharahhan - Artist
Jordan Bzdel - Audio Designer
Peter Tran - Level Designer

Presentation


Gameplay

Designing Chaos with Intention

At Global Game Jam 2025, I helped make a fast-paced party brawler called Burst Your Bubble. I was the level designer, and going in, I had big ideas. I wanted to do something new and innovative, something that stood out.But once the clock started ticking, I had to let go of my ego. There just wasn’t time for overthinking. Instead, I focused on what felt good to play and tested constantly. I built a level with multiple routes, narrow chokepoints, and open chaos zones. I threw in teleporters for mind games and made sure the jump arcs and harpoon traps gave players tons of ways to create unpredictable moments.Of course, it only looked unpredictable. The design was driven by clear systems, which meant players still felt in control. That mix of tension and freedom gave skilled players the space to shine, while casual players could still have their big, cinematic win moments.As the jam wound down and other teams finished their games, people started walking around to try different projects. A lot of them came to ours and then came back multiple times after that. Some for revenge, others for the sheer fun of it. Seeing people crowd around our station, yelling and laughing as they played, was one of the best feelings I’ve had as a designer.Burst Your Bubble reminded me that good design doesn’t need to shout. If people are lining up to play again, you know you did something right.

The Call

When my former classmates from VFS invited me to join them for the 2025 Global Game Jam, I jumped at the chance to collaborate with some of the most talented people I know. In less than 48 hours (and with little sleep), we created a game that not only we enjoyed but many others at the jam did too.Working under that kind of pressure brought back memories of our time on student projects. We had to move fast, but we worked efficiently and seamlessly as a team, blending our different disciplines and personalities to create something we were all proud of.I’m lucky to be surrounded by such talented friends who push me to be my best.

Haunted House

Lived in Spaces & Environmental Storytelling

Making a house creepy brings a lot of ideas to mind, but nothing quite unsettles me more than a man’s living space. Walking the delicate line between barren and messy was something I wanted to explore, adorned with dingy, flickering lights and piles of long-forgotten drinks.I also wanted to retain a sense of personality in the children's rooms, as a sign that he doesn’t go in there much anymore since they… uh… disappeared. In the son’s room specifically, I did research into what a “struggle” might look like, just as detectives would do, and built a space that suggested sinister happenings.Since this was a horror experience, I focused heavily on gritty, eerie audio and visuals. Walking through a deranged lunatic’s house needed to feel lived-in, and reflect his unravelling mental state. Creeky floor boards, dripping faucets, dim and unsettling lighting, and of course, children's laughter played a huge part in delivering that feel. I had a lot of fun crafting these environments, each one designed to hold those tense, unsettling moments I craved as a horror fan myself.

Memories of Yheleanor

No combat? No Problem!

With Memories of Yheleanor, I set out to create the atmosphere of a village hastily abandoned, one where life had recently been lived, but now only traces remained. I wanted players to feel both the eeriness of absence and the quiet beauty of nature slowly reclaiming the space. Lighting and color were key tools in striking that contrast: warmth amidst decay, serenity within tension.As a walking simulator, the game had no combat meaning that movement and exploration were the core of the experience. Every moment had to be purposeful. I focused on crafting points of interest that naturally drew the player in, pacing their journey through tight paths, wide open spaces, and viewpoint reveals that offered subtle narrative beats.Designing for this kind of experience pushed me to think differently. Without dialogue or action mechanics to rely on, I leaned into environmental storytelling and visual language. Shapes, colors, and spatial composition became my way of guiding players emotionally and directionally. It was a challenge that deepened my understanding of how to use space not just to tell a story, but to make players feel it.

Counter Strike 2: Abandoned Market

Sightlines, Landmarks, and Balancing

I wanted to challenge myself by practicing 2D layout design and whiteboxing under a short time frame and what better game to do it for than one I absolutely adore? Choosing a tactical shooter like Counter-Strike 2 pushed me to think critically about gameplay balance and spatial clarity.Designing for both Terrorists and Counter-Terrorists meant that every element, from choke points and flank routes to bomb sites, had to feel fair, readable, and strategically rich. I focused on creating unique structures and cover placements that not only supported multiple playstyles but also encouraged creative decision-making.Throughout the process, I iterated based on imagined player behavior, ensuring each area could support a wide range of encounters, from tense 1v1s to full-on site takes. The result was a map that prioritized flow, visibility, and moment-to-moment tactical choices. If I had more time, I would’ve loved to continue playtesting and polishing it further, with full set dressing, lighting, and all the final touches. But alas, art is never finished, only abandoned :')

Gamba Gun

Collaborating Under Pressure: Ornery Deadlines and Juicy Vibes

When my friend Nolan (Tech Artist from ESC/APE) commissioned me to do a trailer for his game in less than 2 days, I naturally was up for the challenge as well as aiding my ol' brother in arms. Nolan is known for the "juice" he brings to his projects and I wanted to match that level of personality. He requested that the tone be ornery and aside from that, I had free reign. I asked him for all the art, SFX, and music he could send me to get a sense of what I was working with. Without any footage, I had record all of this myself. I'm no stranger to recording footage for games but knowing Nolan, I asked for debug tools (like locking the camera or disabling the HUD) to make capturing the shots I wanted easier. This made my ideas for trailer possible. And after 8 iterations and some back and forth, presented him with this. I'm happy that he liked it what I was able to make for him in such a short timeframe. Go check his game out on Steam!

Photography

Whether it's through virtual photography or real life photography, I love capturing a moment in time. Being able to perfectly compose all those beautiful colours, shapes, and light into a single frame has always been satisfying to me. Oddly enough it was when games started doing photo modes that photography piqued my interest. I learned all the fundamentals and practiced them virtually and in real life, each one feeding back into the other. Like many of my interests, my photography skills continue to bleed into my other passions.

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