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Wane
VIC Jam 2026

A stylized mystery-puzzle game developed during the VIC March Game Jam, where players explore a cryptic gothic library and solve environmentally driven puzzles to uncover the secrets of a forgotten tomb.

Team Size
7
Duration
3-Day Game Jam
Engine
Unity
Roles
Lead Designer, 3D Artist, Animator

Role

Lead Designer & 3D Artist

On Wane, I served as Lead Designer and multidisciplinary 3D Artist within a seven-person game jam team, helping shape the project’s creative direction, environmental storytelling, and puzzle progression. During preproduction, I collaborated closely on concept iteration and scope reduction, helping pivot the project from an ambitious time-loop structure into a focused mystery-puzzle experience centered around exploration and symbolic deduction. I modeled the majority of the game’s environments and key props, created and textured the protagonist Vesper, rigged and animated player interactions, and implemented environmental clues, visual storytelling elements, and supporting VFX. While teammates contributed specialized assets and audio support, I focused heavily on maintaining visual cohesion, interaction readability, and atmospheric consistency throughout the experience.

Screenshots

Title Screen
Bookshelf: Sorting Puzzle
Vesper pushes a statue
Clock Puzzle

Challenges

The greatest challenge during Wane was transforming an initially over-scoped systemic concept into a cohesive mystery experience within an extremely limited game jam schedule. Early iterations explored a knowledge-based time-loop structure inspired by progression-through-discovery mechanics, but the team ultimately recognized that the scope exceeded what could realistically be completed. This required rapidly restructuring the project around environmental storytelling, symbolic puzzles, and tightly focused interaction design while preserving the project’s atmosphere and sense of mystery. During production, I prioritized player-facing assets and interactions, focusing on puzzle readability, environmental composition, character animation, and atmospheric detail to ensure the experience remained visually cohesive under severe time constraints.

Design Sketches

  1. 1

    Level layout overview

  2. 2

    Lectern book inside — gear doodle

  3. 3

    Statue push interaction

  4. 4

    lectern gargoyle statue visual

  5. 5

    gargoyle grid puzzle planning

  6. 6

    Gargoyle Statues pointing environmental clues

  7. 7

    Bookshelf sorting puzzle flow

  8. 8

    Snake row puzzle

  9. 9

    Post-puzzle reveal

  10. 10

    Clock puzzle

  11. 11

    Graves and coin reveal

  12. 12

    Ferryman statue Clock Hint

  13. 13

    Place coin — mouth closes

  14. 14

    Wall projection puzzle

  15. 15

    Doorway into the unknown

  16. 16

    Escape Door

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