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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