Overview
This game was developed in Unity 6 as part of my school's GP2. Our team was made up of three programmers, three designers, and four artists from PSQ, along with three collaborating sound designers from another school.
My Role
As for my role on the project, I had a few key responsibilities, with the heaviest being the core gameplay mechanic. The assignment from our directing designer was basically, "I need pressure plates without them being pressure plates." Since our game takes place on a derelict ship buried in the sand of a distant planet's desert, it made no sense to have random pressure plates strewn about.
My solution was an opt-in manager system powered by a flood-fill algorithm. Conductive game objects register themselves with the manager to pass an electrical current down the line. This created a dynamic way for players to carry a signal from point A to B, and just like that, the core puzzle system of the game was born: conducting electricity.
Now, with this system built, we had the means, but not the tools. That’s where my second major responsibility came in: editor tooling. I had to learn how to build custom Unity tools that were genuinely useful for designers and visually representative of our logic state.
What I ended up creating was a dedicated tool window within the Unity Editor. It uses scene handles to draw basic geometric shapes that visualize logic nodes, clearly marking inputs, outputs, and signal consumers. I then used those same visual principles to show designers exactly how electricity would flow through a scene right inside the editor.