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To Be Dismantled

Third-Person Puzzle Game

Introduction

To Be Dismantled was my Sophomore project. It's a short narrative-driven game where you play as a small robot stranded on an alien planet, trying to repair a failing spaceship.


Every repair costs you something: you have to sacrifice your own parts to restore the ship’s critical systems.

My Roles:

I worked as Technical Design, Narrative Design, and UX Design, and my main responsibility was making the “repair = sacrifice” idea land as a complete experience.


  • Technical Design: implemented key control changes after each repair, plus core level tech components (like in-world countdown screens) that support pacing and rules.

  • Narrative Design: planned the progression structure—what you lose at each repair, why it matters, and how the level flow and environments adapt to those losses.

  • UX Design: designed level-based guidance (lighting, obstacles, route framing) to keep navigation readable inside a complex spaceship, especially as controls become increasingly unreliable.

Technical Design

Player Control Systems & Level Architecture

  • Core loop is "fix the ship by sacrificing yourself," so every lost ability had to register as a felt shift in how the game plays, not just a stat change

  • Built the player control system and the mechanical changes that trigger after each repair

  • Built level tech components for pacing and urgency, including an in-world countdown screen that shows the ship's critical state without a detached HUD

System Design

Repair & Ability Loss as Mechanic

  • Ties every narrative beat directly to a mechanical consequence, no cutscenes or exposition

  • Shows the robot's deterioration by removing abilities one by one, with the world responding immediately

  • Each repair is both progress and loss, so moving forward keeps getting harder

Narrative Design

Environmental Storytelling & Progressive Deterioration

  • Repair 1: disables the robot's jump, forcing a complete rethink of traversal

  • Repair 2: damages the treads, making movement unstable and causing the robot to sway

  • Final repair: shifts the world into black-and-white, turning the last stretch into a fragile, bleak ending beat

UX Design

Environmental Guidance & Spatial Readability

  • Lighting cues highlight intended routes and landing spots

  • Obstacles and framing subtly funnel players toward the correct path

  • Clear silhouettes and safe zones support quick decisions even as movement grows unreliable

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