
OTHER PROJECTS
Some other projects (mostly personal) I think are worth mentioning, and I'd like to share with you.
Feel free to scroll the page and browse the games,
or jump to a specific one by clicking the thumbnail below:
The Circuit Chamber
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Role: Game and level design, scripting (personal project)
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Gameplay walkthrough: YouTube
The Circuit Chamber is a prototype I created during Blocktober. It takes inspiration from the environmental puzzles in The Witness, and I built on that idea by introducing additional mechanics and adding another layer to the original forced-perspective concept.
The game first teaches the two core mechanics: dragging boxes onto the pressure plate and drawing lines on the circuits to open the door or windows. It then introduces more advanced techniques, showing that the circuit the player draws can be formed by anything visible in the scene as long as the elements align to create a path. The border of a sign, a shelf, or even the rungs of a ladder can become part of the solution. This design encourages players to think outside of the box and experiment with different possibilities as they progress.
The Secret of St. Brigid
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Role: Game and level design (team project)
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Full walkthrough document: Read online in PDF
The Secret of St. Brigid is a collaborative project that implemented augmented reality using Google Tango in a survival horror game set in a church in San Francisco. Players hold the device and physically walk inside the church while hiding from and evading monsters and ghosts that are visible only through the device. The game could also be played on PC using a controller.
I led the level design and created a detailed walkthrough for each scene, including top-down maps and step-by-step player instructions, which guided discussions on player progression and game flow with the lead and director. I also designed the monsters' and ghosts' abilities and behaviours, including AI logic, attack patterns, patrol routes, and alert reactions, collaborating with artists and programmers to finalise their forms. The project was particularly challenging because it combined gameplay in both the virtual and real-world spaces.
The Toy Room
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Role: Game and level design, scripting (personal project)
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Gameplay walkthrough: YouTube
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Play the game: Download
The Toy Room is a 3D platformer action game where the player has to navigate an abstract kid’s room filled with oversized toys.
The game's focus is on figuring out how to navigate different environmental elements to find the optimal path out of the room. The player will be able to traverse different objects in the room, but will find the best path through a combination of experimentation and failure.
Shadow Story
In this 8-level game, you control the white character while your shadow - the black one - will move in the opposite direction. The goal of this game is to meet your shadow.
While I was doing the level design, I made a level editor in Flash to help me design the levels more easily and quickly. I usually designed several levels every week and kept potential ones, and then tweaked them. After importing into Unity, I tested to see if there were shortcuts that I did not want to exist, and then modified them.
Taboo Game
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Role: Game and level design, scripting, art assets (personal project)
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Gameplay walkthrough and the taboo list: Read more
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Play the game: Download
The concept of the game is that parents kept forbidding us to do this or do that when we were little. You control a little green square that wants the trophy. But to get the trophy, you have to avoid triggering the "taboos".
There are 20 taboos in the game. Try to avoid them and help the little green square get the trophy! (List of 20 taboos can be found on the video walkthrough page)



























