← all work
Asea's Paracosm
Narrative puzzle concept about identity and loss — OGEM incubation.
- challenge →
- Make a branching, nonlinear story readable in a small demo.
- what i did →
- Set the vision, mapped the branching scene flow, and built Unity blockouts for readability.
- result →
- Accepted into OGEM incubation; the flow and first-10-minutes work became reusable patterns.
- project type
- Game Project
- role
- Game Director / Game Designer
- team
- 6 (Game Designer, Narrative Designers, 1 Programmer, 1 Artist, 1 Sound, 1 Marketer)
- scope
- Demo (design exploration) • Engine: Unity • Duration: ~3 months
- tools
- Unity, Aseprite, Figma/Docs
- recognition
- Accepted into OGEM incubation (early mentorship/support)
Closed project — design-only archive (no playable build).
Experimental 2D top-down narrative/puzzle concept about identity, loss, and reality distortion, built around a branching scene flow and nonlinear play.
Think OneShot heart with Pony Island mischief.
My contributions
- Set the vision & pillars; co-authored the GDD and acceptance criteria.
- Designed the branching scene flow for the prologue → home hub → school/day segments.
- Created Unity level blockouts for the home (ground/first floor): routes, sightlines, checkpoint logic.
- Wrote first-session copy/hints; sketched a simple soft-lock prevention ladder.
- Planned milestones/scope; kept review notes and iteration logs.
Design notes
- Flow: linear intro beats lead into a hub with optional rooms, then route back to the main thread.
- Readability: clear entrances/exits, room naming on maps, light landmarking; inventory intro occurs at a safe beat.
- Production: small demo target, weekly reviews, quick paper → blockout → feedback cycles.
Results & learnings
- The project was shelved, but the scene flow, level readability, and first 10 minutes work are reusable patterns for future builds.
Gallery
Scene flow
Flow beat strip
Level blockout