Space time
FOCUS
Project Manager, Concept Designer, Level Designer, UX/UI Artist
DESCRIPTION
The goal of the project was to create a game that would remain relevant in 30 years, utilizing VR or AR technology. We chose to explore the theme of AI and its impact on art creation. The game centers around a wizard (symbolizing the act of creating magic with one’s own hands) who is abducted by future pirates and taken aboard their ship, where they plan to sell magic on the market—not as the wizard’s work, but as their own. The wizard must use magic to solve puzzles and find a way back to their reality. As a game designer, I believe I developed a solid concept and level that could remain relevant in 30 years. However, the game itself may not stand the test of time. If I were to revisit the project, I would incorporate more interactions with a robot and voice lines, rather than focusing on puzzles. I would design the game with minimal interaction, such as pressing buttons or engaging in magic-based combat with a robot.
TIME
3 months
TYPE
VR Game made in Unity
University Project
Team of five

Design Challenges:
I researched VR games and popular puzzle VR titles on the market to inform my design process. I was also responsible for creating puzzles for the game and collaborating with the team on their implementation. The I Expect You to Die series is one of the most popular in the genre, and I particularly admired how these games effectively integrated narrative storytelling. Drawing inspiration from them, I developed a story about a wizard who is abducted into the future by space pirates, who harvest magic to sell. I worked with the team to establish the game's atmosphere, tone, and visual style, ensuring the narrative was seamlessly integrated into the gameplay.
The sketch on the right illustrates the initial concept of interactable elements and the assets that would need to be created. From this, I began developing puzzle ideas and connecting them in a logical sequence.
My role
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Created the initial concept and communicated it to the team.
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Refined the concept based on feedback from teachers and peers.
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Developed game mechanics and designed puzzles around them.
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Designed a room, considering how players would interact with it and the various solutions they could employ.









