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Warped

Synopsis

Warped is an isometric top-down puzzle game made with Unity.

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You are an aspiring archeologist who discovered an ancient magical temple deep underground by falling through a hole on an island! Escape using a magical device that can rotate the gravity of its mind-bending rooms and tell the world of your debut discovery.​​

My Roles

Project Management

Gameplay Systems

Music Composition

Team Size

4

Development Time

Aug 2023 - Dec 2024

Tools

Unity, C#, GitHub, Trello, FL Studio

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Agile Practices

I ensured that as a group, we exercised agile principles to ensure a neatly organized process. We split up work into 2-week sprints, kicking each one off with a planning session where we listed out priorities based on associated risks such as task complexity and unknown variables. We held retrospectives at the end of each sprint, analyzing our process to outline what we excelled in what needed improvement for us to focus on next sprint.

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I also handled the documentation of our project, keeping our design doc up to date with notes and action items from each planning session and retrospective.

 

As a result, production went quite smoothly throughout this project with very few hiccups resulting from lack of communication or misinformation. Most of all, the scope of our project remained highly flexible as we redefined goals. Thus, our game had a clear onboarding experience, well-defined gameplay loop in the middle, and a satisfying end. 

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Game Progress & Level Selection

Warped consists of many levels, and the player can select which one to play from what has been unlocked.

 

My level selection system saves the player's unlocked levels every time the most recently unlocked level is completed. This data is simply saved to a JSON file, making it easy to debug errors in saving and loading.

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This system also automatically checks for all level scenes and creates the level selector UI procedurally from them. Designers just need to create the level scene, and the system adds the level to the selector for them, elegantly streamlining the level design pipeline.

Dialogue System

I built a dialogue system with associated tools for our designer to quickly queue up dialogue sequences. One can customize the dialogue's display duration and even tie it to custom events that move it forward in unique ways, which was useful during the creation of our tutorial.​

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Like the other systems I built for this game, this system allowed for quick dialogue implementations and made it easy to revise any of it when needed.

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Music Composition

I composed the background music that effectively enhanced the game's theme of wonder and adventure. Players loved it!

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