Keyfacts:
Engine: Unity
Platform: Browser, PC (Windows)
Controls: Keyboard
Genre: Sci-Fi, Mystery
Setting: abandoned bunker & AI
Style: Stylized low poly
About the Game:
In an unknown future, little innocent Claire has accidentally found herself trapped in an abandoned bunker. To escape, she must help trapped AI’s out of their nightmares and into a peaceful slumber. The AI’s dreams are displayed as pop-ups on a large screen, showing videos of what is troubling them and alluding to elements in the real world.





My tasks:
Level Design:
The layout was iterated several times to provide a challenge for the player, but also to guide them through the limited space of the room. In the end, the player starts with a clear view of the central element – the bright, glowing display with the eye closed – but has to navigate around several obstacles that come via a highlighted power switch. When the player interacts, the light comes on and the eye on the display opens, revealing text before being overlaid by multiple windows.





Puzzle implementation:
To free the screen from obstructive pop-ups, the hinted puzzles have to be solved through networked interaction. As the game is about sleeping AIs, the windows represent their dreams, for example the clue of a suffocating person – a hint to a blocked air vent.


Player feedback:
As the puzzles are solved, the nightmares will clear alongside the display, allowing the player to read the full text, hinting at a more complex AI system and more nightmares to solve.
