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Voxel Destruction Prototype
A small sandbox prototype exploring how destructible geometry changes player planning.
Personal prototype
Draft preview — placeholder copy and sample projects
A short narrative puzzle slice where the environment teaches the rules before the puzzles test them.
Key visual placeholder
Artwork and screenshots are being prepared for this case study.
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.
Game Designer
Designed the puzzle chain and the teaching sequence, and turned playtest notes into concrete revisions.
Tools
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.
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
The complete process notes, references, and build access are available on request.