A downloadable project

My name is Vulx. This is my portfolio link. https://drive.google.com/file/d/1HqWqBblfkJ4Ap_BwDDDh5tSZEuKxAwgX/view?usp=drive...

My previous work focuses on puzzle-driven, mechanics-first game design, with an emphasis on how rules and interactions guide player thinking rather than relying on narrative or explicit instruction. You can find my portfolio 

I have developed several Unity and UE prototypes centered around systemic puzzle mechanics, where players are encouraged to experiment and discover solutions through level structure and environmental feedback. My design process often starts from a single core rule and expands by exploring its edge cases and combinations.

One representative project is AetherLight (you can find it in my page), a mechanics-focused puzzle prototype developed in Unity. The game explores how a single interaction system can generate varied puzzle scenarios through spatial arrangement and rule consistency. Instead of using tutorials, mechanics are taught through level design and repeated player interaction, encouraging experimentation and clear “aha” moments. I have also participated in several game jams, focusing on rapid mechanic iteration and puzzle clarity through prototyping and playtesting.

I have also participated in 8 game jams, where I worked primarily on mechanic iteration and puzzle design, rapidly prototyping ideas and refining them through engine to ensure clarity and intentional challenge.

Recently, I’ve been playing FEZ. That's really an amazing game. I’m particularly interested in how the game uses perspective shifts as a core rule, turning spatial rotation into a puzzle mechanic rather than a visual effect. The way FEZ teaches its systems through exploration and environmental cues has been influential to how I think about rule discovery and player-led problem solving in puzzle design.  

Here's my video of Unity 6.3 working

Here's my video of Unity 6.3 working2

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