Apartment Hell

In this 2D escape room game, presented in a three-quarters view, players navigate the complex psyche of a man grappling with depression and schizophrenia. As he seeks to escape his increasingly bizarre apartment, the environment shifts in strange and unexpected ways.

The game was a collaborative effort, designed and developed by a team of 11 students as a class project over six weeks, with Unity as the chosen development platform.

As the lead programmer among a team of five, my primary role encompassed task delegation, ensuring seamless integration of systems, rectifying any emerging issues or bugs, and facilitating communication with the art team. Additionally, my role involved undertaking various miscellaneous tasks, one of which was the intricate design of the enemy system. This system features adversaries that follow a predetermined path, with their visibility to the player determined by the interaction with a flashlight mechanic, adding a layer of strategy and tension to the game's immersive experience.