I did the level design for Levels 04, 06, and 10 — scene, route, and mechanics. Across the game I designed interaction mechanics, engineered gameplay logic and effects, and did QA and bug fixing.
On the engineering side I focused on how things feel when they move: paper caught by the wind, the swordfish’s swimming, the crab’s vine swing, and props that break apart. I also wrote the shader for the game’s “air walls”.
The project has a strict rule: every system’s logic lives in plain C# with no engine types, so it can move off Unity later, and every change is checked with data — probes, logs, and route bots — before screenshots.
- Engine
- Unity 6 / C# / HLSL
- Team
- 5 students, USC Games
- Platform
- Windows (itch.io)
- Status
- Part I out now