top of page

Create Your First Project

Start adding your projects to your portfolio. Click on "Manage Projects" to get started

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

⚠️ 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.

bottom of page