Path to Mnemosyne

Gameplay / puzzle designer

Devilish Games
2018

Engine

Unity 5

Summary

Path to Mnemosyne is a narrative puzzle exploration game following a young girl navigating fragmented memories within a surreal, kaleidoscopic space.

Achievements

◉ Delivered several narrative puzzles in both 2D and 3D, integrating them directly into Unity

◉ Owned multiple prototypes and early exploration concepts stemming from documentation of the game design team, resulting in strong direction.

◉ Integrated narrative ambience and story into puzzles UI and style

◉ Coded UI elements, logic and menus for additional projects in the studio


Blending narrative and puzzle design

I worked as a puzzle level designer, prototyping and implementing mechanics that supported both gameplay progression and the emotional pacing of the story.My primary focus was the spherical puzzle level, which required a robust physics-driven prototype built directly in Unity.

I developed and iterated on the mechanic in close collaboration with the lead programmer, ultimately delivering a 3D puzzle that was projected onto a 2D surface within the world. Balancing spatial logic, technical constraints, and player readability was key, especially since the interaction had to feel intuitive despite the dimensional shift.
Our production process involved:
    -Overworld level design: The environment made to resemble a Kaleidoscope was put directly into Unity with an interactable for movement and pacing testing.
    
    -Puzzle brainstorming: I worked in tandem with the game director to brainstorm and pitch different puzzle ideas. These had to work with "memories" in concept as well as the future art implementation.

    -Puzzle prototype: In separate prototype project, I implemented the puzzle using C# scripts and testing freely the puzzle controls, inputs and interactions in a vaccum.

    -Puzzle prototype playtesting: Programmers in the team as well as the game designers tested to see if the gameplay was fun, clear and if its interactions where do-able from a tech standpoint.

    -Puzzle hand-off: After doing design and code documentation for the prototype, we handed off the puzzle to the lead programmer for final integration into the game. This is the step you see in the final product.
-Left: Exploration                                                                 -Right: 2D Puzzle view


While the base environment for the game imitates a black and white Kaleidoscope, the puzzles needed to be recognizable and make sense and fit in with the abstract shapes of the environment.

For this reason, the team decided to make all the puzzles fit into an eyeball shape, that could translate into a 2D-style view for some puzzles using the camera.

The "rolling memories puzzle" depicted here, is one of these puzzles I designed using a 3D sphere with full xyz axis movement, that gets placed into a "front" view when the player interacts with it. Blending the exploration and the puzzle gameplay seamlessly.


Videos