Solo Game Development Project – Full-Cycle Design & Production

This project was an independent game I developed from concept to final build, designed to showcase my ability to handle every stage of the game development pipeline. The focus was on creating a complete, playable experience while practicing design, programming, and art integration without external support.

My Assignment

  • As the sole developer, I was responsible for:

    • Game Design: Core mechanics, player progression, and balancing.

    • Programming: Gameplay systems, player controls, and UI logic.

    • Art & Assets: Integrated and optimized assets, handled scene composition, and created basic effects.

    • Production: Iteration, testing, bug fixing, and final polish.

Design Goals

  • Create a realistic and atmospheric forest setting.

  • Maintain smooth framerate for an enjoyable player experience.

  • Balance detail with optimization by carefully selecting and managing assets.

  • Learn how to scope and manage a project entirely on my own.

  • Create a cohesive visual identity despite limited resources.

Reflection

Developing this project solo gave me hands-on experience in every aspect of the game pipeline. It taught me the importance of scoping realistically, iterating quickly, and wearing multiple hats as a developer. If I expanded this project, I would build additional levels and experiment with narrative integration to deepen the experience.

Process and Iteration

Initial Approach: Began with high-detail Quixel Megascans assets to capture realism.

  • Challenge: Heavy assets significantly impacted framerate and performance.

  • Iteration: Replaced with lower-detail assets and optimized foliage density. Adjusted lighting and scene composition to preserve atmosphere without sacrificing performance.

  • Final Version: Achieved a stable framerate while maintaining a natural and immersive environment.

  • Prototype: Built a playable prototype to test core mechanics early.

  • Iteration: Playtested and refined difficulty curve, controls, and pacing.

  • Final Build: Added audio, polish, and UI feedback to create a finished product.

Software Used

Unreal Engine 5

Process and Iteration

Initial Approach: Began with high-detail Quixel Megascans assets to capture realism.

  • Challenge: Heavy assets significantly impacted framerate and performance.

  • Iteration: Replaced with lower-detail assets and optimized foliage density. Adjusted lighting and scene composition to preserve atmosphere without sacrificing performance.

  • Final Version: Achieved a stable framerate while maintaining a natural and immersive environment.

Software Used

Unreal Engine 5

Unreal Engine Workshop Project – Environment & Tool Familiarization

Volume Warning!

This project was created during a structured Unreal Engine workshop, with the goal of learning foundational workflows and applying them to a small, playable environment. The focus was on understanding Unreal’s core systems—asset placement, lighting, materials, and navigation—while producing a polished scene.

My Assignment

Followed workshop prompts to design and build a playable environment.

  1. Experimented with asset placement, lighting setups, and material adjustments.

  2. Implemented simple interactivity to test level functionality.

Design Goals

Gain hands-on experience with Unreal Engine’s editor and toolset.

  1. Create a visually cohesive environment using provided and custom assets.

  2. Understand how lighting and materials affect mood and player readability.

Reflection

This workshop project helped me build confidence in Unreal Engine’s core workflows. It gave me a foundation in scene composition, optimization, and lighting that I now apply to larger, more complex projects. If I revisited it, I would expand interactivity and experiment with Blueprint scripting to push the environment beyond a static showcase.

Unity Small Maze Game – Systems & Level Design Project

  • Designed and built the maze layout for pacing and navigational challenge.

  • Programmed player movement and camera controls using C#.

  • Integrated collision, triggers, and a simple goal system to provide a complete gameplay loop.

  • Playtested for readability, adjusting walls, lighting, and camera angles to improve navigation.

Design Goals

Volume Warning!

This project was created as part of my Game Design coursework to explore simple systems and player navigation in Unity. The game challenges players to find their way through a compact maze, focusing on readability and pacing.

My Assignment

Process & Iteration

  • Create a maze that feels challenging without being frustrating.

  • Encourage players to use spatial awareness and memory to progress.

  • Demonstrate understanding of Unity’s physics, collision, and scripting systems.

Derelict Dungeon – Level Design & Gameplay Project

A level for my Level Design course: an abandoned dungeon environment where players must navigate and find their way to freedom.

Derelict Dungeon is a level design project built in Unreal Engine that explores atmospheric dungeon environments combined with light gameplay interaction. The focus was on creating a sense of tension and discovery through layout, lighting, and environmental storytelling.

Design Goals

Establish an eerie, abandoned atmosphere through architecture and lighting.

  • Use environmental storytelling to hint at the dungeon’s history.

  • Guide players naturally using light, composition, and spatial design.

  • Balance open exploration with a clear sense of direction.

Reflection

This project helped me refine my skills in environmental storytelling and mood-driven design. I learned how small adjustments in lighting and composition can have a huge impact on player perception and navigation. If I revisited the project, I would expand on interactive gameplay mechanics (such as traps or puzzles) to further engage players beyond exploration.

Prototype Phase: Sketched maze layouts and tested scale in-engine.

  • Implementation: Built modular walls and floors for easy iteration.

  • Testing: Adjusted wall height and lighting to avoid player disorientation.

  • Final Build: Polished the player controller and goal mechanics for smooth gameplay.

Reflection

This project gave me hands-on experience in Unity’s scripting and level layout workflow. It reinforced the importance of balancing challenge with readability in puzzle design. If I expanded it further, I would add timed challenges, collectibles, or a minimap system to enhance replayability.

Process & Iteration

  • Blockout: Created a graybox dungeon layout focusing on flow and player sightlines.

  • Iteration 1: Added modular stone assets and experimented with different room sizes to balance claustrophobic tension with moments of relief.

  • Lighting Pass: Used torches and limited light sources to draw players toward objectives and create contrast between safe and dangerous areas.

  • Final Polish: Added props, debris, and subtle particle effects (dust, fog) to reinforce the derelict atmosphere.

Software Used

Unreal Engine 5