Visual placeholder
Hollow Signal — Vertical Slice
A short narrative puzzle slice where the environment teaches the rules before the puzzles test them.
Team prototype
Draft preview — placeholder copy and sample projects
A small sandbox prototype exploring how destructible geometry changes player planning.
Key visual placeholder
Artwork and screenshots are being prepared for this case study.
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.
Game Designer & Programmer
Owned the concept, the destruction rules, and the implementation of the prototype from first sketch to playable build.
Tools
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.
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
The complete process notes, references, and build access are available on request.