Early Game Prototype
Ro-boxt
The objective of this early game prototype was to explore a puzzle-platformer concept built around 2D gameplay within a 3D world. Ro-Boxt was designed around the idea of “thinking outside the box”, using level rotation, spatial reasoning, movable objects, pressure plates, levers, and environmental navigation to create puzzles that were both intellectually stimulating and visually engaging. The prototype aimed to deliver a fun but challenging player experience, where each level introduced a mechanic, allowed the player to understand it, and then tested their ability to apply it through increasingly complex puzzle scenarios.
The project was developed as part of a small cross-discipline team, with my role focused on game design, documentation, mechanics, UI planning, narrative support, and prototype structure. The team successfully met its main goal of creating a 3D game prototype that showcased both technical and creative ability, while also producing a distinctive twist on the 2D platforming genre by placing it within 3D space. The project also served as an early exercise in collaborative production, requiring weekly coordination, task delegation, scope management, and retrospective analysis to keep the prototype achievable within the semester.
Key Achievements
Designed a 2D-in-3D Puzzle-Platformer Prototype centred on level rotation, spatial reasoning, and environmental puzzle solving within a 3D game space.
Developed the core player experience around fun but challenging puzzle progression, where players are introduced to a mechanic, learn its function, and then overcome challenges that test their understanding.
Defined Core Rotation Mechanics: Helped shape the game logic where players rotate the character and level perspective to discover or create an unobstructed path from the spawn point to the exit door.
Integrated Environmental Puzzle Systems including movable objects, levers, pressure plates, locked doors, and interactable level elements to support layered puzzle design.
Designed Progression and Replayability Systems through a time-based star rating structure, encouraging players to complete levels efficiently and compare completion performance.
Accessibility-Focused Interaction Design: Supported colour-independent gem design through variations in shape and size, alongside planned colour blind mode support and rebindable controls.
UI and Menu Planning: Contributed to HUD, main menu, pause menu, level select, options, keybinds, and in-game help concepts to support player clarity and navigation.
Narrative and Thematic Development: Helped establish Ro-Boxt’s post-human sky island setting, damaged robot protagonist, anti-gravity resource, and corrupted robot conflict to give context to the puzzle mechanics.
Collaborative Documentation and Production Planning: Helped build and maintain the GDD structure, including mechanics, controls, UI, narrative, art direction, technical requirements, and version history.
Retrospective Production Analysis: Identified key process improvements, including stronger meeting documentation, more robust technical documentation, expanded peer playtesting, reduced feature creep, and improved Unity version control across work environments.