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Asea's Paracosm
Project Type
Game Project
Role
Game Director / Game Designer
Team
6 (Game Designer, Narrative Designers, 1 Programmer, 1 Artist, 1 Sound, 1 Marketer)
Scope
Demo (design exploration) • Engine: Unity • Duration: ~3 months
Recognition
Accepted into OGEM incubation (early mentorship/support)
Tools
Tools: Unity, Aseprite, Figma/Docs
Link
⚠️ Status: Closed project — design-only archive (no playable build)
TL;DR
Experimental 2D top-down narrative/puzzle concept about identity, loss, and reality distortion, built around a branching scene flow and nonlinear play.
My Contributions
Set the vision & pillars; co-authored the GDD and acceptance criteria.
Designed the branching scene flow for the prologue → home hub → school/day segments.
Created Unity level blockouts for the home (ground/first floor): routes, sightlines, checkpoint logic.
Wrote first-session copy/hints; sketched a simple soft-lock prevention ladder.
Planned milestones/scope; kept review notes and iteration logs.
Design Notes
Flow: linear intro beats lead into a hub with optional rooms, then route back to the main thread.
Readability: clear entrances/exits, room naming on maps, light landmarking; inventory intro occurs at a safe beat.
Production: small demo target, weekly reviews, quick paper→blockout→feedback cycles.
Results & Learnings
The project was shelved, but the scene flow, level readability, and first 10 minutes work are reusable patterns for future builds.





