top of page

Create Your First Project

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

DEVHELL

Project Type

Game Jam Project

Role

Game Designer

Team

4 (Designer, Programmer, Artist, Sound)

Scope

Scope: 72 h jam → Expo slice

Engine

Unity

Duration

72 h (jam) + ~3 months (slice)

Status

Showcased slice (paused)

Recognition

Shown at GIST 2022; Witty Award at BUG Spring Jam 2022

⚠️ This is a closed project – design-only archive.

🏆 Witty Award Winner – BUG Spring Jam 2022

TL;DR
Show-floor slice of a story-driven platformer about being trapped inside the game engine you’re building. I originated the idea, built blockouts, and—through very organic playtests—shaped a readable interaction flow with a simple hint ladder for expo play.

My Contributions

Originated the core concept (“escape the engine”); pitched pillars and the show-floor slice goal.

Built in-engine blockouts and iterated level readability (routes, landmarks, timings).

Ran organic playtests (friends/peers at the lab); adjusted flow and pacing based on live observations.

Authored a lightweight hint ladder (subtle → explicit) to prevent soft-locks during expo play.

Wrote minimal UI micro-copy so guidance stays mostly spatial.

Design Notes

Core toy: manipulate/dev-feel geometry (drag/scale/rotate), checkpointed progress, quick retries.

UX: no persistent HUD; guidance via layout, timing, and environment prompts.

Process reality: first project—few formal notes; decisions captured straight in the blockout.

Results & Learnings

My first post-school project—learned booth readability, hint ladders, and fast blockouts.

Big takeaways: start playable blockouts early, guardrails beat tutorial walls, and even a 3-tier hint ladder saves expos.

What I’d do next time: keep a lightweight playtest log (timestamp, observation, change) and a simple issue→fix board to capture decisions between blockout passes.

bottom of page