Lightborne is a small, narratively-driven, puzzle-themed game-demo with focus on light-reflection.
You play as a small eye, with monikers interchanging from different NPCs as you progress through solving each puzzle laid out before you.
The narrative elements of this demo are more subtle in nature, leaving an open-ended sense of ambiguity that leaves the player interpreting the themes as they wish.
Game Prototyping was dedicated not only to game-creation but also to coordination, scheduling and time management, making documentation of progress integral to the module as a whole.
I got first-hand experience using a variety of different tools to plan, track and reflect on my work, which was all regularly documented for my lecturers to review.
The biggest challenge I faced during this project was the time-management surrounding the road blocks faced when coding Unity's raycasting logic of the light beams and reflections, but overall I found it really rewarding to have made a piece of code I find clean and satisfying.
Game concepting with a focus on mechanics design
Rapid programming-prototyping techniques
Writing development documentation
Project management methodologies