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Escape the game engine you're building — Witty Award, shown at GIST 2022.

challenge →
Expo visitors had to understand the game without a tutorial wall.
what i did →
Built blockouts, ran live playtests, and added a 3-tier hint ladder with mostly spatial guidance.
result →
Witty Award at BUG Spring Jam 2022; shown at GIST 2022.
project type
Game Jam Project
role
Game Designer
team
4 (Designer, Programmer, Artist, Sound)
scope
72 h jam → expo slice
engine
Unity
duration
72 h (jam) + ~3 months (slice)
status
Showcased slice (paused)
recognition
Shown at GIST 2022; Witty Award at BUG Spring Jam 2022

Closed project — design-only archive.

★ Witty Award Winner — BUG Spring Jam 2022

Show-floor slice of a story-driven platformer about being trapped inside the game engine you're building. I originated the idea, built blockouts, and — through very organic playtests — shaped a readable interaction flow with a simple hint ladder for expo play.

My contributions

  • Originated the core concept ("escape the engine"); pitched pillars and the show-floor slice goal.
  • Built in-engine blockouts and iterated level readability (routes, landmarks, timings).
  • Ran organic playtests (friends/peers at the lab); adjusted flow and pacing based on live observations.
  • Authored a lightweight hint ladder (subtle → explicit) to prevent soft-locks during expo play.
  • Wrote minimal UI micro-copy so guidance stays mostly spatial.

Design notes

  • Core toy: manipulate dev-feel geometry (drag/scale/rotate), checkpointed progress, quick retries.
  • UX: no persistent HUD; guidance via layout, timing, and environment prompts.
  • Process reality: first project — few formal notes; decisions captured straight in the blockout.

Results & learnings

  • My first post-school project — learned booth readability, hint ladders, and fast blockouts.
  • Big takeaways: start playable blockouts early, guardrails beat tutorial walls, and even a 3-tier hint ladder saves expos.
  • What I'd do next time: keep a lightweight playtest log (timestamp, observation, change) and a simple issue → fix board to capture decisions between blockout passes.

Gallery

  • GDD excerpt — drag/scale/rotate platform tools + undo

  • In-game screenshot

  • In-game screenshot