Game Jam
Where Ware?
Year :
2025
Duration :
3 Days
Platform :
PC
Role :
Game Designer / Developer
Collaborators :
2



Core Loop :
Analyze the environment to connect navigation nodes, execute movement to traverse traps, and manually draw the map to track progress and find the exit.



My Contribution :
Designed and implemented the core "digital root" puzzle mechanic, integrating mathematical logic seamlessly into level progression.
Conceptualized and balanced the multi-generational narrative system, ensuring gameplay mechanics evolved alongside the story timeline.
Created level layouts that alternated between high-intensity combat encounters and thoughtful puzzle-solving segments to maintain pacing.
Scripted enemy behaviors and boss encounter phases for the final confrontation with Sardon.






Design Challenge :
The theme "Re{Think, Mix, Make}" required a mechanic that forced players to actively reconstruct their experience. The challenge was to create a maze game where getting lost was the core mechanic, but without it feeling unfair. Traditional mini-maps would make the game too easy, but no map at all would be frustrating. We needed a middle ground that engaged the player's memory and spatial awareness.
My Solution :
I removed the automated mini-map entirely and replaced it with a drawing tool. This forced players to "ReMake" the map themselves as they explored. I paired this with a "ReMix" node system where players had to pre-plan their movement path before hitting "Play." This split the gameplay into two distinct phases: a "Thinking/Drawing" phase where strategy mattered, and an "Action" phase where they watched their plan execute. This turned simple maze navigation into a strategic puzzle.
Results & Impact :
Theme Integration: Successfully gamified the abstract theme into concrete mechanics (ReThink pathing, ReMix nodes, ReMake map).
Unique Hook: The manual mapping mechanic received positive feedback for adding a layer of immersion often missing in standard dungeon crawlers.
Intuitive Design: Achieved a "mouse-only" control scheme that was accessible to casual players while offering depth for puzzle enthusiasts.






More Projects
Game Jam
Where Ware?
Year :
2025
Duration :
3 Days
Platform :
PC
Role :
Game Designer / Developer
Collaborators :
2



Core Loop :
Analyze the environment to connect navigation nodes, execute movement to traverse traps, and manually draw the map to track progress and find the exit.



My Contribution :
Designed and implemented the core "digital root" puzzle mechanic, integrating mathematical logic seamlessly into level progression.
Conceptualized and balanced the multi-generational narrative system, ensuring gameplay mechanics evolved alongside the story timeline.
Created level layouts that alternated between high-intensity combat encounters and thoughtful puzzle-solving segments to maintain pacing.
Scripted enemy behaviors and boss encounter phases for the final confrontation with Sardon.






Design Challenge :
The theme "Re{Think, Mix, Make}" required a mechanic that forced players to actively reconstruct their experience. The challenge was to create a maze game where getting lost was the core mechanic, but without it feeling unfair. Traditional mini-maps would make the game too easy, but no map at all would be frustrating. We needed a middle ground that engaged the player's memory and spatial awareness.
My Solution :
I removed the automated mini-map entirely and replaced it with a drawing tool. This forced players to "ReMake" the map themselves as they explored. I paired this with a "ReMix" node system where players had to pre-plan their movement path before hitting "Play." This split the gameplay into two distinct phases: a "Thinking/Drawing" phase where strategy mattered, and an "Action" phase where they watched their plan execute. This turned simple maze navigation into a strategic puzzle.
Results & Impact :
Theme Integration: Successfully gamified the abstract theme into concrete mechanics (ReThink pathing, ReMix nodes, ReMake map).
Unique Hook: The manual mapping mechanic received positive feedback for adding a layer of immersion often missing in standard dungeon crawlers.
Intuitive Design: Achieved a "mouse-only" control scheme that was accessible to casual players while offering depth for puzzle enthusiasts.






More Projects
Game Jam
Where Ware?
Year :
2025
Duration :
3 Days
Platform :
PC
Role :
Game Designer / Developer
Collaborators :
2



Core Loop :
Analyze the environment to connect navigation nodes, execute movement to traverse traps, and manually draw the map to track progress and find the exit.



My Contribution :
Designed and implemented the core "digital root" puzzle mechanic, integrating mathematical logic seamlessly into level progression.
Conceptualized and balanced the multi-generational narrative system, ensuring gameplay mechanics evolved alongside the story timeline.
Created level layouts that alternated between high-intensity combat encounters and thoughtful puzzle-solving segments to maintain pacing.
Scripted enemy behaviors and boss encounter phases for the final confrontation with Sardon.






Design Challenge :
The theme "Re{Think, Mix, Make}" required a mechanic that forced players to actively reconstruct their experience. The challenge was to create a maze game where getting lost was the core mechanic, but without it feeling unfair. Traditional mini-maps would make the game too easy, but no map at all would be frustrating. We needed a middle ground that engaged the player's memory and spatial awareness.
My Solution :
I removed the automated mini-map entirely and replaced it with a drawing tool. This forced players to "ReMake" the map themselves as they explored. I paired this with a "ReMix" node system where players had to pre-plan their movement path before hitting "Play." This split the gameplay into two distinct phases: a "Thinking/Drawing" phase where strategy mattered, and an "Action" phase where they watched their plan execute. This turned simple maze navigation into a strategic puzzle.
Results & Impact :
Theme Integration: Successfully gamified the abstract theme into concrete mechanics (ReThink pathing, ReMix nodes, ReMake map).
Unique Hook: The manual mapping mechanic received positive feedback for adding a layer of immersion often missing in standard dungeon crawlers.
Intuitive Design: Achieved a "mouse-only" control scheme that was accessible to casual players while offering depth for puzzle enthusiasts.









