Casual puzzle game with relaxing vibes.

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About

Team Azure (9 people)

August 2023 - December 2023

Producer and Programmer

Unity

Linn Falls was the first project that I produced and I was also the only programmer on the team. I dealt with all core aspects of the game including the puzzle mechanics, puzzle designs, UI interactions, camera interactions, and most importantly, the procedural water system.

Showcase of all mechanics.

Showcase of in-game water system.

Contributions

The Water

  • Developed a procedural water flow system that allows for dynamic updates. This sytem went though numerous reworks throughout development because I kept discovering better ways to handle it. I ended up with a system that queues water blocks for updates, destruction, or pollution and runs those blocks at specific tick intervals. Using hashsets where I could to deal with existing water blocks helped with performance a ton. I enjoyed working with this system enough to go back and create a much smoother system about a year and a half after the project ended.
  • Created the water shader.

Showcase of Nighttime mode.

Systems

  • Developed, integrated, and tested 4 unique mechanics. (Rock, Lever, Slide, and Pipes)
  • Created a smooth camera that allowed for horizontal rotation.
  • Implemented all UI interaction.
  • Pitched and then created Night and Endless modes.
  • Assisted level designers with puzzle design and creation.
  • Implemented all sounds.

Project Management

  • Managed the Github repository and dealt with any issues that arose.
  • Organized sprints and delegated appropriate tasks to the team each week.
  • In charge of bi-weekly presentations outlining any new features and plans.
  • Responsible for publishing Linn Falls to the Google Play Store.

What I Learned

Linn Falls will always hold a very special place in my heart because it was the first project that I was in charge of. I'm sure the team would agree that there were rough patches in how I navigated ClickUp and meetings, but we all have to start somewhere. Importantly, I learned how to listen and absorb each member's ideas and wants for the project. We ran into a few technical issues (mainly with the water shader and water flow algorithm), but through determination (and late nights) we were able to find solutions as a team and push forward.