Team puzzle project · sole programming role

Keep The Light On

A short team-developed puzzle game for which I implemented all game code using visual assets created by teammates.

My role
Sole Programmer
Context
Team Project · Sole Programmer
Status
Released Windows build
  • Unity
  • C#
  • Puzzle gameplay
Keep The Light On puzzle game cover image
Cover image from the public itch.io release.

01 · Overview

Project overview

Keep The Light On is a compact team-developed puzzle release. I was the Sole Programmer and handled all programming.

Other team members created the visual assets, which I integrated into the playable implementation.

02 · My role

What I built

  • Implemented all game code as the project’s Sole Programmer.
  • Programmed movement, sprint and stamina, microphone-driven speaking and blowing input, and candle, wind, and light-radius behaviour.
  • Implemented enemy patrol and chase behaviour, hiding, puzzle sequences, and ScriptableObject-backed scene and puzzle state.
  • Integrated art assets created by teammates into the delivered Windows build.

Project scope

Project-wide capabilities

  • Movement, stamina, microphone input, reactive light behaviour, enemy patrol and chase, hiding, and environmental puzzles.
  • Short-form puzzle gameplay packaged as a downloadable Windows release with teammate-created art.

Team context

Credits and team roles

Project roles and team-created work are listed alongside my individual contribution.

  • Role: Sole Programmer. I implemented all game code.
  • Other team members created the visual assets integrated into the released build.

03 · Delivery notes

Decisions, constraints, and reflection

A concise summary of the project’s decisions, constraints, testing, outcome, and next steps.

Design decision

Microphone input as interaction

Speaking and blowing thresholds connect microphone input to candle, wind, and light-radius behaviour.

Shared puzzle state

ScriptableObjects carry puzzle and scene state across the compact game flow.

Constraint and response

Connecting microphone input to readable gameplay reactions.

Used speaking and blowing thresholds to drive candle, wind, and light-radius changes.

Testing and outcome

  • The final implementation was packaged and released as a downloadable Windows build.

The project is publicly available as a released Windows puzzle build.

Reflection and next step

  • How to integrate teammate-created visual assets while retaining responsibility for the complete game implementation.
  • Add gameplay screenshots and a short programming retrospective.

Related work

The Choice cover art showing its central pixel-art character

The Choice

Three-person team projectReleased Windows build

A released time-loop interactive-fiction mystery built around observation, dialogue, emotional control, and clue-driven discovery.

Role
Narrative Designer
Built
Designed narrative content and progression for the team-developed interactive-fiction project.
  • Unity
  • Narrative design
  • Interactive fiction
Click, Call, Chaos typographic project cover

Click, Call, Chaos

Team Project · Sole Programmer · three-person teamPlayable Windows prototype

A short satirical narrative simulation about organising a cultural event through emails, calls, taskboards, calendars, and public bureaucracy.

Role
Sole Programmer
Built
Implemented all game code and integrated the project’s visual assets and narrative script, which were created by other team members.
  • Unity
  • C#
  • Interface-driven gameplay