
✦ Designed an additional level concept for Unravel, set between Chapter 5 and 6, introducing a new light and shadow mechanic
✦ Storyboarded scene progression from introduction through climax, inspired by Unravel level designer Dick Adolfsson's approach
✦ Built a 3D block out in engine, interpreting the storyboarded concept into a playable space
✦ Sourced and integrated marketplace asset packs to dress the environment to a production realistic standard
✦ Mapped level pacing, puzzle placement and lighting direction across the full sequence
✦ Produced a full written design document detailing the mechanic and how it respects the game's existing design language
▸ Level design and pacing for an existing, established IP
▸ Storyboarding and visual concept development
▸ Translating 2D concept into a 3D in-engine block out
▸ Puzzle and mechanic design within someone else's design constraints
▸ Design documentation to a professional brief
✦ First C++ implementation in a full project, from framework to gameplay systems
✦ Independent debugging and problem-solving across build errors, interaction detection and puzzle logic
✦ Hybrid Blueprint/C++ workflow, balancing performance-critical systems with rapid iteration
✦ Level design planning and pacing for a puzzle heavy experience
✦ Cross-discipline collaboration with an asset production specialist
▸ Designed and implemented a C++ base framework covering core interaction and grab systems, shared across all puzzle actors in the scene
▸ Built a reusable C++ puzzle base component that all individual puzzles inherit from, enabling consistent puzzle-solving and cross-puzzle communication
▸ Developed the bookshelf and panel-input puzzle in Blueprint, layered on top of the C++ base systems
▸ Collaborated with an asset production student on custom VFX and environment assets, including a Niagara-based particle system
▸ Wove purposeful, ARG style design throughout, from the title itself hinting at a secret ending, to environmental details reinforcing the paradox theme
✦ Built the evidence/popularity and inventory systems from scratch, including a parent-child item architecture shared across the whole team's content
✦ Designed and implemented the in-world terminal task system, iterating through multiple approaches to solve inventory upload and clearing logic
✦ Rebuilt core day-cycle mechanics under deadline pressure, proposing and implementing a full mechanics revision when the original system broke across multiplayer clients
✦ Delivered final UI implementations and polish: animating main menu, HUD, moving backgrounds and dynamic button feedback. Drawing directly on UI/UX experience from Odd Bug Studio
✦ Created the game's itch.io page and contributed to the GDD/showcase presentation
▸ Multiplayer-aware gameplay programming and replicated systems
debugging
▸ Independent problem-solving under playtesting feedback and shifting
scope
▸ Applying professional UI/UX experience within a team production
pipeline
▸ Clear technical communication: detailed commits, structured dev log, cross-team collaboration
▸ Adapting and re-pitching core mechanics when a system failed under real constraints