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Game Description

Rebirth is a third-person puzzle game. You play as a male spirit wandering through a limbo filled with spirits and lights which are lethal to him. Using his ghostly powers, he navigates through dangers and recollects his past in order to move on towards reincarnation.

Game Information

Platform : PC / Controller

Project Duration : 6 Months

Controller : Keyboard & Mouse

Engine : Unicorn Engine (Custom)

Roles

Producer

Technical
Designer

Game Designer

Game Design

Role and Responsibility

My role as a game designer in this project is to design game mechanics that align with the theme and the narrative of the game. Furthermore, using these mechanics, I would come out with interesting dynamics and interactions that challenge the players to think outside the box while being engaged in the gameplay experience. 

Game Mechanics 

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Spirit Possession

Players have the ability to possess an object to activate/deactivate its function.

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Light avoidance

Players need to avoid the lights along the way by using objects in the environment

Unique game dynamics

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Lighting up the path

Moths are dynamic objects that players can possess to overcome obstacles on the way. Although players have no direct control over the moth's movement, players can guide the moth toward the desired path using light sources as waypoints

Game Prototyping 

PreAlpha Demo 

Alpha Demo

Iteration process

This project when through multiple gameplay and mechanic iterations in order to create the game experience you see right now. The idea of the game is heavily inspired by the hungry ghost festival. Initially, the game was designed to be a horror /puzzle game of hiding and seek with an evil spirit, however, due to technical limitations, the team decided to drop the horror and focus on the puzzle element that players are more drawn toward.

Technical Design

Role and Responsibility

Aside from my game designer role, I also hold the role of the team's technical designer. My main responsibility is to communicate the game idea and gameplay logic to our engine programmer in order for them to properly implement the component needed for the game. Apart from communication, I also script and implement the gameplay logic using the c# mono library needed in the game.

Interaction Flowchart 

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Interaction/ Scripting Flowchart

One of my roles as a technical designer is to communicate the game idea to the team's programmers. Thus I created a scripting flowchart that illustrated the components need for each of the game objects in-game as well as how they interact with one another during gameplay.

Scripting with Mono Library

Generator activating shutter gate

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Moth and light interaction I

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Generator activating two sources

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Moth and light interaction II

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Scripting 

The interaction seen above is scripted using c# programming. Each of these interaction is the result of different scripted object interacting with one another in the area, thus it is important to ensure the scripting technique for each object are modular and consistent.

Game Production

Role and Responsibility

As a producer of the team, I help to keep track of the project progress as well as make important calls to ensure that the game can be produced within the time given. This means cutting down some interesting mechanics that required to much time to develop and pushing interactions that the team did not envision but were loved by the players. Furthermore, I also take up the role of support and take on tasks that may be beyond my scope due to the size of the development team

Charts and Trackers

NightLight Studios - Gantt Chart(Beta) (
NightLight Studios - Gantt Chart(Beta) (

Gantt Charts and  Task  Tracker

Using my knowledge of excel, I created a team task tracker and Gantt chart to keep track of each member's progression as well the tasks needed to be completed for each milestone. The tracker also helps to highlight struggling members who might need help in the task at hand while giving me the foresight to determine whether a task should be scrapped or continue to push forward.

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