← Playground
Playground, game design

Game Design

Two Unity games built from scratch, with AI-driven enemy behavior, custom C# state machines, and design-led level architecture.

Unity 3DC# scriptingAI state machineGame design
Game design

Game design work: Unity 3D prototypes built from concept to playable experience.

Game 01
Exthinktion
Dystopian horror, escape room, Unity 3D
Exthinktion

Horror through environment, not just encounter.

A chilling escape room horror game where players navigate terrifying environments, collect clues, and survive a zombie encounter. The design challenge: make the room scary before the zombie appeared.

Trigger-based zombie AI

State transitions tied to player proximity and environmental events.

Dynamic lighting

Light levels tied to AI state, building suspense before the encounter.

Escape room puzzles

Clue placement designed around player attention flow and cognitive load.

3D sound design

Proximity-triggered ambient cues for sustained immersive tension.

UnityC#AI scripting
Screenshot 1
Screenshot 2
Game 02
Spider Chase
Time-bound stealth adventure, two-minute constraint
Spider Chase

Two minutes to the temple. Don't get too close.

Spider Chase
Temple

A stealth-chase game where players reach a distant temple in under two minutes. The time constraint was a spatial design tool: every route had a tradeoff.

The spider doesn't chase unless you get close. Restraint as a design principle, for the AI and the player.
Custom AI state machine, idle, alert, and chase states with smooth transitions
Proximity-based transitions, distance thresholds that feel intuitive, not arbitrary
Two-minute constraint, reframes every spatial decision in the level as a tradeoff
UnityC#AI state machineTerrain tools
← Playground
Get in touch

Let's build
something.

vandana.raj1113@gmail.com