The goal of this project was to develop game design skills within a team setting. The first semester of this project included researching and testing potential games and team dynamics. The second semester included developing and implementing our findings to create a proof-of-concept game. 
My role in the development of the game was lead programmer and UI designer. Using the Unity game engine, I created a series of interface and puzzle systems to form a playable game. These systems included a player controller, menu systems, event systems, and 3 puzzle systems. Using Adobe Photoshop, I created all the UI assets shown. 
Gameplay

Main menu and opening sequence. I implemented the transitions between scenes using a loading screen to ensure a seamless transition. 

Laptop navigation demonstration. The goal was to create a simplistic UI of a laptop interface that anyone could recognize and use. The password screen, window buttons, and clock systems assist in this. 

Puzzle 1 - Drag and Drop. This puzzle was designed to introduce players to the dialogue-puzzle mechanic. The NPC provides very simple clues to the player, and the player is limited as to what they can input. 

Puzzle 2 - Dropdown Message. Expanding off the first puzzle, this one aims to provide slightly more discrete clues to the player and entice them to engage with their puzzle on their own means.  

Puzzle 3 - Safe Dial. As the hardest puzzle in the level, this puzzle provides discrete clues and little guidance as to how the puzzle is interacted with. Players are required to make connections between multiple puzzle elements at the same time. 

Process
Our game went through a series of tests and implementations to reach what was shown above. When programming the systems, I began with simple player controls and a greyboxed laptop UI to test how players will transition between interacting with dialogue to solving puzzles. 
Each week, I continued to refine old systems and add new ones to increase the interaction and usability of the game. Experimenting with puzzle types and difficulty allowed us to collect data from players on how we might improve the game further. 
Challenges
By conducting playtests with over 20 participants, we were able to gain valuable feedback that we later implemented into our game. One complaint we received from most playtesters was the jump in difficulty from puzzle 1 to puzzle 2, and how puzzle 3 was much easier than expected. Using the playtest data shown above, it was clear that there was an imbalance in our puzzles. We took this data and readjusted our second puzzle to reduce its playtime and provide a more concise experience. 
Skills Gained
Team dynamics and communication. Throughout this project, our team grew and gained a better understanding of how to set up effective workflows and communication. Each of us came together from different backgrounds and skill sets. While at first our dynamics were as effective as we wanted, through practice and implementation, we grew as a team and increased our overall effectiveness. By the end of the project, we were developing the game twice as fast as when we initially started. 

My understanding of the Unity engine has been expanded greatly through developing this project. By practicing connecting multiple gameplay systems, I've learned the most effective ways of doing so. I've also gained knowledge on event scripting and creating memorable standout moments in a game. I intend to apply these skills to my future projects as they've proven very successful and useful for this project. 

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