
LIGHTLESS
Unity | August 2018 - Ongoing




Lightless is a puzzle - adventure game where you play as Lumi who is attempting to escape the darkness.
Lumi wakes up surrounded by darkness after a massive sinkhole occurs. Lost and anxious, they have to find their way out of this situation by exploring the mysterious chasm using whatever light sources they can find.
Lumi quickly discovers that there are monsters that dwell in the dark that are
attracted to light, forcing Lumi to strategize using both the light and the dark, as well as the environment to their advantage in order to trap and kill the monsters, all while trying to figure out a way out.
Lightless is currently in development and set to release in May 2019. All the current footage is from the pre-alpha version of the game.
Lightless was showcased at Magic Spell Studio's grand opening and will be showcased at GDC 2019.
ROLES
Lightless is a Masters Capstone project being worked on by 7 Game Design and Development Graduate Students, 2 Audio Composers and 2 Typographers. For my Master's thesis, I am researching into light-based puzzle design. On Lightless, I am working as the Producer, Lead Designer and Level Designer.
Game Producer:
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Using Agile methodology Created the project timeline and milestones and conducting standup meetings twice a week
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Assigning resources and created art, level design and development pipelines to reduce bottlenecks
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Leading the creation of milestone presentations and ensuring all game design and development processes are well-documented
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Ensuring all the project artifacts are updated frequently
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In charge of running playtests
Game Designer
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Leading design sessions to brainstorm features and mechanics.
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Researching into environment based puzzle design and light-based mechanics to design player, AI and tool behaviors.
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Created the design and development documents.
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Ensuring implementation of mechanics has the right game feel and all features match the unified design of for our game.
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Designing numerous modular puzzles to be integrated with the level
Level Designer
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Designed the 10 minutes verticle slide level used for pitching the game.
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Working with the level design team to create a captivating environment.
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Ensuring the level layout has good pacing and flow.
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Integrating puzzles in the level and populating the world to create a sense of mystery and danger to fit the game's theme of cautious exploration.
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Grayboxing the level segments in Maya and exporting to Unity
BlackFeather
Unity | January 2017 - May 2017




BlackFeather is a 3D co-op platformer racing game set during the golden age of Pirates. Two players of rival pirate gangs play as a pirate and a parrot to compete to get to the treasure at the top of the lighthouse before the other.
The game is split into two phases: the pirate phase and the parrot (or the bird) phase. Both players start at the same platform but one player starts in the pirate phase and the other in the parrot phase. As a parrot, the players can slow down the enemy pirate by dropping objects on him or triggering traps along the path. After a short amount of time, the players switch roles. Each time they swap roles their pirate will stay where they left off on the course. They will continue to swap roles until one of the pirates reaches the treasure at the end of the level. The goal is to be the first pirate to reach the treasure and to claim that gold for yourself!
This game was created in 8 weeks by a team of 5 developers and 3 artists and was featured in ImagineRIT 2017.
ROLES
BlackFeather was created in a Production studio. I worked as a Game Designer, Lead Developer and Animator
Game Designer:
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Helped with designing the game.
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Came up with the traps and obstacles for the parrot phase
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Helped with the pacing of the level
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Designed and Developed UI and HUD icons for the game
Lead Developer
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In charge of making sure the programming team is on track with their tasks.
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Conducted code reviews and ensure programming standards as well as help out in Gameplay, level design, and AI programming when needed.
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Used Agile conducting bi-weekly meetings to assess the progress of the team.
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Developed the UI and the HUD for the game.
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Worked with shaders to give the game a Borderlands-style art.
Animator
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Team's lead animator had to leave the project due to medical reasons so stepped in to animate the pirates, parrots and other environment objects.
GAMEPLAY VIDEO
TEAM
Development Team
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Satch Puri (me) - Game Designer, Lead Developer, Animator
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Joel Shuart - UI Programmer, Audio Programmer, Level Designer
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Josh Malmquist - Producer, Gameplay Programmer, Game Designer Level Designer
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Charles Williams - Generalist Programmer, Game Designer
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Kevin Idzek- Generalist Programmer
Art Team
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Gregory Kreisel - Art Lead
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David Chang - 3D Artist
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Israel Jimenez - 3D Artist
TECHNOLOGY USED


