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Game DesignSample record

Hollow Signal — Vertical Slice

A short narrative puzzle slice where the environment teaches the rules before the puzzles test them.

Type
Team prototype
Status
Vertical slice complete (sample)
Timeframe
Draft timeframe
Context
Small team (sample)
My role
Game Designer

Key visual placeholder

Artwork and screenshots are being prepared for this case study.

Overview

The slice was built to test one thing: whether the environment could teach a rule before a puzzle demanded it. The team needed a short, complete sequence that someone who had never seen the project could finish in one sitting.

Role & contribution

Game Designer

Designed the puzzle chain and the teaching sequence, and turned playtest notes into concrete revisions.

  • Designed the opening puzzle progression.
  • Wrote the design documentation the team worked from.
  • Facilitated weekly playtests and consolidated feedback.

Tools

UnityFigmaMiro

Process

Paper-tested the puzzle chain, built the slice in engine, then revised the onboarding beat after players missed the core rule.

Challenges & solutions

Players understood the puzzle but not the rule that made it solvable.

Rewrote the first room so the rule is demonstrated environmentally before it is required.

Outcome

A completed internal slice used to validate the puzzle loop. No public build.

Testing the teaching moment matters more than testing the puzzle itself.

Links

No public build, repository, or document is attached to this project yet. Links will appear here once they are safe to share.

Next step

Want the full case study?

The complete process notes, references, and build access are available on request.