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Voxel Destruction Prototype

A small sandbox prototype exploring how destructible geometry changes player planning.

Type
Personal prototype
Status
In development
Timeframe
Draft timeframe
Context
Solo (sample)
My role
Game Designer & Programmer

Key visual placeholder

Artwork and screenshots are being prepared for this case study.

Overview

The prototype started as a question: does destructible geometry make a sandbox more interesting, or just noisier? The goal was a small build that could answer that with playtests rather than assumptions, and a level that stays readable while parts of it disappear.

Role & contribution

Game Designer & Programmer

Owned the concept, the destruction rules, and the implementation of the prototype from first sketch to playable build.

  • Defined the core loop and destruction rules.
  • Built the prototype systems and sandbox level.
  • Ran internal play sessions and iterated on readability.

Tools

UnityC#Blender

Process

Started with a one-page design brief, prototyped the destruction rules before any art, then built the sandbox around whatever stayed readable in playtests.

Challenges & solutions

Destruction quickly made levels unreadable, so players stopped planning ahead.

Limited breakable surfaces and introduced structural anchors that communicate what can and cannot be destroyed.

Outcome

Playable prototype with a stable core loop. Balance and readability passes are still in progress.

Prototyping the failure case first prevented a full iteration later.

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.