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DEVHELL
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 2022Show-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