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Stitched In was created as my final year project at Teeside University.

It’s a tile-based puzzle escape game designed with focus on simplicity.

My goal for the project was to familiarize myself with a game engine (Unity) and learn enough programming to be able to make my required results. I primarily used a visual form of coding through the add-on ‘Playmaker’ to get the results I needed – and I managed to reach my goals.

The game itself is made up with a variety of tiles, walls and items.

The game-play relies on the player's observational skills and logical thinking, and the levels are set up to gradually introduce the new elements of the game to the player while also getting more challenging as the player progresses.

The final project for my hand-in had 12 levels (see image below) from 1 area with designs for further expansion.

I presented this game at ExpoTees in 2016.

ExpoTees is a careers fair hosted by Teesside University where selected students get to present their work to industry professionals.

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User Interface (with video)

User Interface

Stitched-In Menu/ User Interface Showcase

Stitched-In Menu/ User Interface Showcase

Spill video

The interface for Stitched In has gone through a lot of changes during production.

To avoid flooding this with images, I'll stick to the end result and my sketch for the menu style I chose to go for during production. 

 

The video above mainly focuses on showing the interface's functions, but it also includes a snippet of how game-play works.

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The interface in-game informs the player of which items they have collected, and interactions with items in the levels is displayed as thought bubbles above the character's head. 

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The tiles and walls have an indicator of which one the player is currently hovering over.

 

If you would like to give the game a try, here's the link to an executable I used for testers;

https://drive.google.com/open?id=0B3stjL3d40yNT1Z2V2JiU1ZMMlk 

Level Design

Level Design

I usually prototype and plan-out my game concepts on paper before working on them digitally, and Stitched In was no exception.

The image to the left above is the very first playable level plan before the concept was solidified, 

and the image to the right is how I set up the levels throughout the project before implementing them to unity.

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The game is tile-based and built using prefabs, so this method was very useful and allowed for efficiency.

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Art

Art

I outsourced the creation of the main character sprites in this project to prioritise other aspects in the game.

Other than the character sprites and music, all assets in Stitched In are created and applied by me; such as the 3D models, interface icons and scripts.

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I've later done a re-design of the main character (as shown to the left), which is the style that will be used should the project continue.

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