
The Admiral
Unity | Co-Developer & Engineer | 5 Team Members
The Admiral is a 2.5D narrative-driven platformer with supernatural mechanics using telekinetic weight-based push/pull powers. Find the courage to say goodbye and follow through with your decision.
The Admiral - Short Gameplay Video
Full game available for download at The Admiral itch.io page




Roles and Responsibilities
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I was a co-designer for all the mechanics, level design, and narrative. I built the environment and open space levels and wrote dialogue together with my team.​​
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I held lead responsibility for scripting the weight-based telekinetic power mechanics and the interactions with the environment
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I worked on balancing and the development of the character controller, physics interactions, movement involving jumping, air maneuverability, and cinematic camera behavior
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I implemented dialogue texts in-engine, including the positioning and sizing of speech bubbles within the world 2.5D world space
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Designed and prototyped physics based abilities and platforming puzzles in a wide variety of environments
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Go Forth For More Details
See details about the development process
Weight-based Telekinetic Powers and Level Design
We designed a mechanic to fit the heavy themes of the story of running away from your problems, but then finding the courage to pull yourself forward​​​​​
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Pushing or pulling on heavier objects than the player pushes the player away or pulls them towards it
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Vice Versa for lighter objects
The environment was a good mix of level design and sandbox to allow the player to mess around with the powers and feel clever when platforming​​​​
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Variety of space types and ways to use the power (eg. Journey through cave, push away encroaching objects, fly through space, etc.).
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Occlusion and lighting to create a feeling of the "beyond" by not being able to view the entire space
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Amount of verticality and horizontality traversal

A Supernatural Journey Through Grief
Luna, unable to accept the death of her lover Zephyr, awakens to power after holding in her grief for so long.
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Using her newfound powers, she traverses and is eventually transported to her home. Her trapped mind manifests as everything physically encloses on her. The players' response is to push everything away, matching Luna's refusal.
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She navigates through an astral space filled with her angry thoughts, gaining the courage to accept and confront them.
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Finally, she arrives back in time to when Zephyr died. The player cannot change what has happened, but Luna gets the chance to say goodbye and carry on forward.

In Tune Together
Collaborated with the Berklee College of Music to create original compositions ​​
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Scripted for the audio implementer to integrate and adjust audio using Wwise
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Audio asset list to organized and manage every asset
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Description, use cases, and instructions for audio implementation​
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