BOOM! SMASH! ZAP!

MAZEBUSTERS

Rethinking traditional mazes. Don't just find the path—dynamically break walls, trigger switches, push blocks, and create your own routes across 40 puzzle chambers.

40 UNIQUE LEVELS
Non-linear Spatial Puzzles
UNITY 3D & C#
Tilemap 3D Workflow
ROLE
Solo Game Designer & Developer
STATUS
Active Production

CORE GAMEPLAY MECHANICS

Click through the tabs below to inspect each gameplay mechanic system built in Unity.

BREAKABLE WALLS

Players spend hits to breach maze barriers. Destructible walls transform fixed level geometries into dynamic, player-authored shortcuts.

Breakable Walls Level 1
Breakable Walls Level 2

STATE SWITCHES

Activating logic switches triggers level-wide gate state changes. Opening one sector may lock another, requiring cause-and-effect planning before leaping forward.

Switch Mechanic

MOVABLE WALLS & HAZARDS

Movable blocks act as mobile cover, pit bridges, and pressure plate weights. Players manipulate spatial physics to build safe walkways.

Movable Walls

TELEPORTATION NODES

Instantaneous spatial warps allow non-linear level navigation, letting players skip dead ends and bypass blocked corridors.

Teleport Mechanic

FIGMA VECTOR UI SYSTEM

High-contrast pop comic interface layouts with bold vector frames and crisp typography.

Main Layout UI Screen
Level Select UI Screen

TILEMAP 3D WORKFLOW

Designing 40 levels solo requires a rapid modular blockout system built directly in Unity.

MODULAR TILEMAP SYSTEM
Instead of placing individual cubes manually, I built a custom 3D Tilemap workflow in Unity. Wall snapping, switch triggers, and destructible prefabs snap into place in seconds, allowing rapid iteration on level difficulty curves.
COMIC UI SYSTEM
Designed in Figma with bold vector frames and crisp typography to deliver an authentic high-energy comic-book aesthetic.
← RETURN TO PORTFOLIO