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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
Link
Link
⚠️ 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.





