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operetta
3D Puzzle Adventure Game
In this 3D puzzle-adventure game, play as Phantom, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.
Navigation
#unity #3d #leveldes #gamedes #art
operetta
3D Puzzle Adventure Game
In this 3D puzzle-adventure game, play as Phantom, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.
Navigation
#unity #3d #leveldes #gamedes #art
operetta
3D Puzzle Adventure Game
In this 3D puzzle-adventure game, play as Phantom, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.
Navigation

PROJECT SHOWCASE

PROJECT SHOWCASE

PROJECT SHOWCASE
INTRODUCTION
OPERETTA is a 3D puzzle adventure game created by Digipen’s Team H.U.M. Play as Phantom, a kitten who witnessed the tragic aftermath of a fatal stage accident first hand, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.
INTRODUCTION
OPERETTA is a 3D puzzle adventure game created by Digipen’s Team H.U.M. Play as Phantom, a kitten who witnessed the tragic aftermath of a fatal stage accident first hand, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.
INTRODUCTION
OPERETTA is a 3D puzzle adventure game created by Digipen’s Team H.U.M. Play as Phantom, a kitten who witnessed the tragic aftermath of a fatal stage accident first hand, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.
project details
Duration
6 months
PROJECT TYPE
Video Game
TEAM SIZE
9
PROJECT OBJECTIVES
3D Puzzle Adventure Game
software used
Unity, Clip Studio Paint, Visual Studio Code, H.U.M Engine
project details
Duration
6 months
PROJECT TYPE
Video Game
TEAM SIZE
9
PROJECT OBJECTIVES
3D Puzzle Adventure Game
software used
Unity, Clip Studio Paint, Visual Studio Code, H.U.M Engine
project details
Duration
6 months
PROJECT TYPE
Video Game
TEAM SIZE
9
PROJECT OBJECTIVES
3D Puzzle Adventure Game
software used
Unity, Clip Studio Paint, Visual Studio Code, H.U.M Engine
Role & responsibilities
Role
Design Lead
As a Design Lead, I was responsible for prototyping the game idea in Unity, which meant constructing systems related to the game. This includes teleporting mechanics, environmental obstacles and puzzles.
I was also responsible for certain aspects of the game's level design, cutscenes and VFX.
Contributions:
Created systems for Teleportation, Puzzle, Level Environment.
Created visual effects for environment.
Prototyped and implemented various environmental and level designs.
Worked with Technical Lead to implement new and existing systems into custom engine.
Drafted art assets for cutscenes.
Role & responsibilities
Role
Design Lead
As a Design Lead, I was responsible for prototyping the game idea in Unity, which meant constructing systems related to the game. This includes teleporting mechanics, environmental obstacles and puzzles.
I was also responsible for certain aspects of the game's level design, cutscenes and VFX.
Contributions:
Created systems for Teleportation, Puzzle, Level Environment.
Created visual effects for environment.
Prototyped and implemented various environmental and level designs.
Worked with Technical Lead to implement new and existing systems into custom engine.
Drafted art assets for cutscenes.
Role & responsibilities
Role
Design Lead
As a Design Lead, I was responsible for prototyping the game idea in Unity, which meant constructing systems related to the game. This includes teleporting mechanics, environmental obstacles and puzzles.
I was also responsible for certain aspects of the game's level design, cutscenes and VFX.
Contributions:
Created systems for Teleportation, Puzzle, Level Environment.
Created visual effects for environment.
Prototyped and implemented various environmental and level designs.
Worked with Technical Lead to implement new and existing systems into custom engine.
Drafted art assets for cutscenes.
PROCESSES
prototyping mechanics
One of the aims of the project was to play with a 3D space. Our team wanted to develop gameplay that would facilitate this movement alongside light and shadow mechanics.
To support this, we created a small course to experiment with how the teleportation mechanic should work within the game. The player feels most powerful when traversing across large fields of darkness, and lit areas indicate soft vertical obstacles that players are unable to cross.


This mechanic was retained, with its graphics and visual effects updated as development progressed.

level design
Though I handled the bulk of the level implementation, I worked alongside my co-designers to come up with several level iterations as development continued.
ITERATION #1
Was made to demonstrate the teleporting mechanic alongside the unlocking of several areas in a major game progression loop. Focus was set upon decor of the first area of the game, the Opera Hall entrance.
Players would start at the Opera Hall entrance before navigating towards the golden key in the corner of the Library Wing.

ITERATION #2
More focus was put into delivering a concise level during this stage of development. We attempted to experiment our prototyping efficiency using different programs, but I found it best to work directly within Unity.
The top-down diagrams were initially drafted with whiteboard and marker before conversion to Unity assets, cleaned up for internal documentation.


ITERATION #3
Our focus changed to facilitate the bulk of our game's play within a single level, so I worked on developing the Opera Hall, the core of the opera house.
Afterwards, I discussed with my co-designers about what the Opera Hall's interior should focus on, to align with the story and art elements of the game.
The level's focus ultimately pivoted away from the environment towards puzzles.
The final iteration of the level may be seen in the gameplay video in the Project Showcase.
VISUAL EFFECTS
Once the Particles system was implemented in the H.U.M Engine, I was able to contribute by making visual effects for certain elements of the game, which included dust clouds, ceiling debris, electrical sparks, and the two depicted below (wisps, flame).
Spirit Wisps
Chandelier Flames


Spirit Wisps
Chandelier Flames
Other effects may be seen in the gameplay video in the Project Showcase.
cutscene assets
Our game's story element needed to depict Phantom's backstory, hence I worked on this mock-up after receiving instruction from our team's narrative designer, before it was polished by our artist.
Other in-game cutscene images were also captured and edited by myself, as seen below:


PROCESSES
prototyping mechanics
One of the aims of the project was to play with a 3D space. Our team wanted to develop gameplay that would facilitate this movement alongside light and shadow mechanics.
To support this, we created a small course to experiment with how the teleportation mechanic should work within the game. The player feels most powerful when traversing across large fields of darkness, and lit areas indicate soft vertical obstacles that players are unable to cross.


This mechanic was retained, with its graphics and visual effects updated as development progressed.

level design
Though I handled the bulk of the level implementation, I worked alongside my co-designers to come up with several level iterations as development continued.
ITERATION #1
Was made to demonstrate the teleporting mechanic alongside the unlocking of several areas in a major game progression loop. Focus was set upon decor of the first area of the game, the Opera Hall entrance.
Players would start at the Opera Hall entrance before navigating towards the golden key in the corner of the Library Wing.

ITERATION #2
More focus was put into delivering a concise level during this stage of development. We attempted to experiment our prototyping efficiency using different programs, but I found it best to work directly within Unity.
The top-down diagrams were initially drafted with whiteboard and marker before conversion to Unity assets, cleaned up for internal documentation.


ITERATION #3
Our focus changed to facilitate the bulk of our game's play within a single level, so I worked on developing the Opera Hall, the core of the opera house.
Afterwards, I discussed with my co-designers about what the Opera Hall's interior should focus on, to align with the story and art elements of the game.
The level's focus ultimately pivoted away from the environment towards puzzles.
The final iteration of the level may be seen in the gameplay video in the Project Showcase.
VISUAL EFFECTS
Once the Particles system was implemented in the H.U.M Engine, I was able to contribute by making visual effects for certain elements of the game, which included dust clouds, ceiling debris, electrical sparks, and the two depicted below (wisps, flame).
Spirit Wisps
Chandelier Flames


Spirit Wisps
Chandelier Flames
Other effects may be seen in the gameplay video in the Project Showcase.
cutscene assets
Our game's story element needed to depict Phantom's backstory, hence I worked on this mock-up after receiving instruction from our team's narrative designer, before it was polished by our artist.
Other in-game cutscene images were also captured and edited by myself, as seen below:


PROCESSES
prototyping mechanics
One of the aims of the project was to play with a 3D space. Our team wanted to develop gameplay that would facilitate this movement alongside light and shadow mechanics.
To support this, we created a small course to experiment with how the teleportation mechanic should work within the game. The player feels most powerful when traversing across large fields of darkness, and lit areas indicate soft vertical obstacles that players are unable to cross.


This mechanic was retained, with its graphics and visual effects updated as development progressed.

level design
Though I handled the bulk of the level implementation, I worked alongside my co-designers to come up with several level iterations as development continued.
ITERATION #1
Was made to demonstrate the teleporting mechanic alongside the unlocking of several areas in a major game progression loop. Focus was set upon decor of the first area of the game, the Opera Hall entrance.
Players would start at the Opera Hall entrance before navigating towards the golden key in the corner of the Library Wing.

ITERATION #2
More focus was put into delivering a concise level during this stage of development. We attempted to experiment our prototyping efficiency using different programs, but I found it best to work directly within Unity.
The top-down diagrams were initially drafted with whiteboard and marker before conversion to Unity assets, cleaned up for internal documentation.


ITERATION #3
Our focus changed to facilitate the bulk of our game's play within a single level, so I worked on developing the Opera Hall, the core of the opera house.
Afterwards, I discussed with my co-designers about what the Opera Hall's interior should focus on, to align with the story and art elements of the game.
The level's focus ultimately pivoted away from the environment towards puzzles.
The final iteration of the level may be seen in the gameplay video in the Project Showcase.
VISUAL EFFECTS
Once the Particles system was implemented in the H.U.M Engine, I was able to contribute by making visual effects for certain elements of the game, which included dust clouds, ceiling debris, electrical sparks, and the two depicted below (wisps, flame).
Spirit Wisps
Chandelier Flames


Spirit Wisps
Chandelier Flames
Other effects may be seen in the gameplay video in the Project Showcase.
cutscene assets
Our game's story element needed to depict Phantom's backstory, hence I worked on this mock-up after receiving instruction from our team's narrative designer, before it was polished by our artist.
Other in-game cutscene images were also captured and edited by myself, as seen below:

