My name is Peter Tran and I'm a game designer who specializes in level design and am a recent 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
Burst Your Bubble
Global Game Jam 2025
Role: Level Designer
ESC/APE: GORILLA WARFARE
Personal Project
Role: Solo Dev
IN PROGRESS
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
Gallery
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.
How it's made...
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.
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 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 felt natural.
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.
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!
We are currently finishing up a full release for Steam with new content and online multiplayer. Play the initial version below until then!
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
Gallery
My experience at the jam...
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. The best part was seeing people return to our station (sometimes upwards of 3 times) to play again. It was an unforgettable feeling that I'll always cherish.I’m lucky to be surrounded by such talented friends who push me to be my best.
Designer Ego Death...
This experience reminded me of a valuable lesson: good level design is invisible. Initially, I wanted to reinvent the wheel, doing something "innovative" to make the level stand out. But with a tight deadline, my ego took a backseat, and I was forced to focus on the essentials. I honed in on our vision for the game and tested what felt good. As always, simplicity reigned.I designed a "swiss cheese" style map, providing players with multiple routes, choke points to escape or chase, and open areas for chaotic battles. Adding Pac-Man-style teleporters gave players even more opportunities for clever plays and unpredictable moments.When players are so absorbed in the action that they’re yelling at the screen with excitement, you know you’ve done something right.
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.
Acting
I am a Canadian actor of 10 years and am represented by West Coast Talent Management. Contact [email protected] for any inquiries.
Get in touch...