Private Ferretski

Stealth Platformer



  • Patrik Nilsson (Level designer)
  • Carl-Henrik Andersson (Level Designer)
  • Oscar Öhrn (Programmer)
  • Axel Szelag (Programmer)
  • Jesper Teodorsson (Programmer)
  • Pauliina Karlsson Heiskanen (Programmer)
  • Robin Widegren (Programmer)
  • Anton Petersson (Graphics Artist)
  • Niklas Hansson (Graphics Artist)
  • Ted Flodman Söderberg (Graphics Artist)
  • Game Design
  • Level Design
  • Puzzle Design
  • Story Writing
  • Organized Playtesting


  • Stealth Platformer
  • Created in 8 weeks, half-time
  • Game Engine: TGA2D
  • Level Editor: Tiled2D


In Private Ferretski you play as a sneaky stealthy ferret, that has been ordered to infiltrate and steal from the russian bear mafia. You need to get a specific treasure from every level, without being seen by any of the guards littering the levels! Hide in the shadows, use levers to change the level geometry, and use your surroundings to your advantage.


While preparing for this project the group were really excited about trying to create a stealthy platformer. We thought that it would be a cool way to not do a normal platformer game about jumping, which none of us were really interested in. We knew we had to have some sort of way for the player to hide from the enemies, which is why we spent a lot of time developing a real time lighting system, that shaped how the levels where built.



We worked hard to create an interesting experience focused on stealth and exploration on this project. We had the ability to "link" triggers and walls as level designers, so we were able to move walls when we wanted to, and enable/disable lights. This gave us tools to create something that felt a lot more alive than most platformers. This mechanic made the levels feel a lot more connected to the player, and made it more immersive. We start the game out with this, making the player pull a lever that makes a wall move, and light come through the opening. Playtesters were impressed with this, and thought it added a new level of player interaction.


Introducing the player to choice was very important to us. We did not want the game to feel super linear, but to feel like there was always another way for the player to pass an obstacle. We were able to offer the player two ways of playing in most rooms, and we got a very good response from this during playtesting. Because being seen by the enemy is an instant game over, it needed to be super clear to the player when he was being seen. The cone of vision is therefor drawn in front of the enemy, so the player much easier can come up with a strategy on how to get past the enemy the best way.


This project taught me how to create good 2D environments for stealth and platformer gameplay. Because of overscoping during this project, I learned the importance of planning well and making sure all the pieces I was aiming at doing were possible without having to sit weekends and nights to complete them.

This made the game feel a lot more solild, because I had plenty of time to refine things and work out the rough edges of the levels. Initially we wanted to do a lot more with the game, but half way through the project we had to redo our backlog and remove some features and a few levels, to make sure we were able to hit our goals.

I'm still very happy with the result, and I think we did a good job of focusing on the level design in the project. If we had more time to work on the project we would probably create some sort of alert system, so that the enemies could interact with each other. This would add a lot more depth to the gameplay, as it would remove the instant death and give the player a chance to actually escape from the enemies and try the room again. It would also be fun to attempt to create a mix of outdoor and indoor areas, further giving the world more detail and depth, immersing the player.