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2021 - 2022
Wispers
Designing a System-Driven Puzzle Experience Around Player Interaction
Puzzle-driven prototype built around colour-based interaction and environmental logic.
Players shift colour to merge with the world, enabling interaction with matching objects and systems.
Built to test whether a single player state could drive puzzles, traversal, and combat.
Inspired by autism, colour also represents emotional states, reinforced through a sensory overload system that limits player perception.
ROLE
Technical Game Designer

FOCUS
System Design, Puzzle, Player Feedback
ENGINE
Unreal Engine 4 (Blueprint)

SCOPE
Solo Project (Full Pipeline)

GOAL
Build a system where player colour defines how the player interacts with the world.
Expand that system over time by introducing new colours, allowing a single mechanic to scale across puzzles, movement, and AI.
CORE SYSTEMS
CHALLENGES & IMPROVEMENTS
Clarity and Encounters
While most puzzles were readable the final encounter lacked clarity and impact
Improvement:
Refine laser system with strong visual feedback.
Movement Feel
Falling lacked weight due to the floaty movement
Improvement:
Increase descent weight while maintaining control
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Puzzle Depth
The core system was consistent but underutilised in later puzzles
Improvement:
Expand puzzle complexity using layered colour interactions.
AI Depth
AI lacked threat and meaningful interaction
Improvement:
Expand behaviours and tie them more closely to the colour system
OUTCOME
✔ Delivered a fully playable puzzle prototype built around a single core system.
✔ Demonstrated how one mechanic can scale across puzzles, movement, and AI.
✔ Scaled gameplay through expanding colour-based interactions.
MORE GAMEPLAY
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