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Interweaver

Creative Director, Gameplay Engineer, Lead Technical Artist
#

Interweaver is an isometric puzzle-platformer built in Unity by a small team of students from the University of Central Florida as our Senior Design Capstone. I served as the Creative Director and was also responsible for programming a variety of major systems and mechanics in C# and created the majority of the visual effects in Unity’s Shader and VFX Graph.

This was my first experience leading a full development team of designers, artists, and programmers. I was at the forefront of production and development, and formed a leadership team that quickly became comfortable with Agile development strategies to create the best player experience during our 35-week production period.

You can find the Steam page here.

Development Log
#

I contributed heavily to this project from all aspects of production: code, art, and design. Below I will go into depth on major systems, features, and effects I am responsible for, as well as trying to explain some design decisions and philosophies that I learned during this experience.

Player Mechanics

Implemented core player mechanics, including physics-based abilities, platforming movement, and more in C#, ensuring that navigating the main character did not just work well systematically but also felt good to play.

Shaders & VFX

Authored custom shaders, particle systems, and visual effects using Shader Graph, HLSL, and VFX Graph and integrated them directly with gameplay and animation systems.

Puzzle Systems

Designed and implemented puzzle systems and features in C#, ensuring their complexity and behavior visually and systematically worked with our physics-based player mechanics and the world around them.

Creative Vision & Concepts

Interweaver was a concept that I created, pitched, and was chosen out of a collection of ~40 concepts to be developed into a full game. Here I've documented some of the creative process that went into turning this vision into reality.