Roles: Game design, narrative design, programming, room level design, puzzle design, room UI/UX, sound design.
My most ambitious project yet. Created over the course of three months by a team of four, this game blends narrative storytelling with horror platforming. You play as Aislinn, a young woman from Nova Scotia who is trapped in a recurring nightmare. Will she ever break free from the curse?
‣ Co-wrote the story, all in-game dialogues, and environmental lore
‣ Selected and integrated book excerpts to enrich the game's themes
‣ Organized the narrative arc into a coherent and emotionally resonant chronology
‣ Designed how and when key story elements would be revealed during gameplay
‣ Defined narrative pacing and linked emotional beats to game progression
‣ Implemented all story content directly into the game using Unity
‣ Designed and implemented the in-room interface, from object inspection to puzzle panels
‣ Created consistent and immersive interactions for phone, computer, books, and more
‣ Integrated pseudo-cinematic transitions (e.g., fades, zooms, VFX) to support narrative flow
‣ Developed the UI logic and layouts for two custom puzzle sequences
‣ Ensured clear and intuitive player feedback across all interactions
‣ Designed and sketched the layout of the bedroom environment
‣ Built the room in Unity using a 2.5D setup with a functional 3D NavMesh
‣ Defined spatial logic, player pathways, and interactive hotspots
‣ Determined which objects were interactive and at which points in the game
‣ Managed the pacing and narrative flow through environmental placement and progression
‣ Balanced exploration, story delivery, and puzzle integration within the space
‣ Developed the majority of the room's interactive systems (object inspections, state changes, etc.)
‣ Coded two fully functional puzzles with custom logic and feedback systems
‣ Implemented UI/UX behaviors, including panels, popups, and transitions
‣ Integrated scripts for state management, game progression, and audio-visual feedback
‣ Ensured interactions were responsive, context-sensitive, and consistent with narrative pacing
‣ Conceived and designed two original puzzles tailored to the game’s narrative and pacing
‣ Developed a rotating necklace puzzle requiring players to align fragments of a hidden pattern
‣ Created a custom Hashi (Bridge) puzzle with visual clarity
‣ Sketched and refined the visual layouts for both puzzles to ensure clarity and thematic coherence
‣ Implemented logic, UI feedback, and progression states through custom scripts in Unity
‣ Integrated both puzzles into the game flow with appropriate narrative and visual cues
‣ Wrote all voice-over dialogue and coordinated the full voice production pipeline
‣ Organized recording sessions and directed actors to ensure tone and delivery matched narrative intent
‣ Performed voice acting for one character
‣ Created and processed vocal effects for in-game entities and memories
‣ Integrated SFX and voice recordings into the Unity scene with spatial and timing logic
‣ Synced dialogue lines with subtitle systems and ensured accessibility across all audio content
Role: Level Designer.
This project began as a school assignment developed by a team of two. Together, we came up with the idea of a laser that players must direct to unlock levels. I was primarily responsible for designing the levels, while my teammate handled the programming.
‣ Co-developed the game concept, core mechanics, and puzzle-platformer identity
‣ Defined the tone, name, gameplay loop, and asset direction for a cohesive experience
‣ Designed the progressive learning curve by introducing mechanics in stages
‣ Balanced accessibility and challenge for new and experienced players
‣ Collaborated closely with a programmer to ensure design decisions aligned with technical feasibility
‣ Designed 5 out of 6 levels, shaping the pacing and difficulty escalation
‣ Built and integrated all elements in Unity using prefab systems provided by the programmer
‣ Crafted platforming sequences with intentional challenge progression and puzzle layering
‣ Designed environments that taught new mechanics through spatial arrangement and repetition
‣ Playtested and adjusted each level for optimal flow, rhythm, and satisfaction
Roles: Everything!
My very first game, made in just one month!
I did everything myself — programming, level design, sound design — you name it.
The only thing I didn’t create were the visuals, which come from the amazing asset packs by Ansimuz.
I’m sharing this project because it marks my very first encounter with the art of game design, and it shows how quickly I picked up the foundations of the craft.
‣ Defined the arcade-inspiredstrong> direction and visual aesthetic of the game
‣ Designed mechanicsstrong> such as double jump, dash, and checkpoints to create responsive gameplay
‣ Created enemy patterns and obstacle logic for increasing difficulty
‣ Wrote a minimalist backstory to give the experience depth and player motivation
‣ Designed the flow of play based on risk-reward pacing and twitch skill mastery
‣ Designed core interface elementsstrong> such as life counter, collectables, and checkpoint feedback
‣ Used sound and visual feedback to emphasize danger zones and successful interactions
‣ Developed consistent iconography and UI layouts for readability at high game speed
‣ Integrated UI elements directly in the game world to maintain immersion and clarity
‣ Coded the entire game from scratch, including movement, camera, and interaction logic
‣ Implemented enemy behavior, life system, checkpoint system, and collectibles
‣ Integrated background music and sound effects with gameplay timing and events
‣ Developed game logic to trigger camera zooms, warnings, and player states in sync
‣ Optimized systems for smooth and reactive arcade gameplay
‣ Designed the full level layout with increasing challenge and visual storytelling
‣ Placed platforms, enemies, hazards, and environment assets using Unity
‣ Created puzzle-like jump sequences requiring specific timing and dash usage
‣ Designed dynamic camera movements (zoom in/out) to heighten tension and clarity
‣ Balanced pacing through alternating high-pressure and breathing segments