
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
CASTLE SILVR
Unity | Microsoft Mixed Reality | January 2018 - May 2018
Castle SilVR is a VR stealth/puzzle game based in a fantasy land where the player has a godlike magical presence. The player is Tiny Terry’s guardian and needs to assist him in plundering Christoph the Magnificent’s lavish castle. The player can move walls, furniture and wall decorations to guide Tiny Terry through Ingrum Castle and to help him not get caught by the Ghoul Knights of Halgar and thrown in Deep Huskk Prison.
Tiny Terry has to collect a certain amount of treasure before he can pillage the next floor and get out of the castle with his loot. The player can move around the world to get a better view of the Castle and to solve the intricate puzzles that lay waiting for the player in Ingrum Castle.
The player also has the ability to move the level up or down to get a better angle. The player earns points by collecting treasure. The player only gets one chance to steal the treasure and make it out alive.
This game was created in 3 months by a team of 5 developers and 4 artists. Castle SilVR was showcased at ImagineRIT 2018 and was selected to be featured at RIT President's Alumni Ball 2018
ROLES
Castle SilVR was created in a production studio to experiment with VR in Unity. I worked as the Producer, Lead Designer, UI/UX Developer, and Level Designer.
Game Producer:
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Led the team of 5 developers and 4 artists using Agile methodology
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Created the project timeline and milestones and conducted standup meetings twice a week
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Assigned resources and created art, level design and development pipelines to reduce bottlenecks
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Consulted with outside resources to help with VR development
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Led creation of milestone presentations and ensured all game processes are well-documented
Game Designer and Level Designer
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Led design sessions to brainstorm features and mechanics
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Researched into stealth VR and puzzle games
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Created the design document and high concept design document templates and collaborated with the developers to document all the design rationales
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Helped with level design to ensure each stage has flow and a sense of progression
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Added lighting and populated the levels to make the levels feel more lively
UI/UX Developer
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Designed and developed the UI for the game
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Worked with artists to create unified UI and HUD icons
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Helped with designing the tutorial segments
GAMEPLAY VIDEO
TEAM
Development Team
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Satch Puri (me) - Producer, Lead Designer, UI/UX Developer, Level Designer
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Joel Shuart - Lead Developer, Designer, Level Designer
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Noah Bock - Generalist Programmer
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Varun Mhatre - Generalist Programmer, Audio Programmer
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Erin McAnany - Level Designer, Generalist Programmer, Designer
Art Team
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Kevin Li - Art Lead, 3D Artist
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Binyu Sun - 3D Artist, Illustrator
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Wanqi Zhang - Environment Artist, Animator
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Zhangliang Wei - 3D Artist
TECHNOLOGY USED


