Games Fusion Project



Graduation project - BA Games Design, London College of Communication, 2019

Office Simulator, Strategy, Rpg | Genre

Unity, Adobe Illustrator, Fungus | Software

PC & Mac | Platform(s)

Key Features:

  • Steal, make, and buy what you need to win using the inventory and crafting systems.

  • One goal, multiple pathways to success.

  • Solve environmental puzzles that work differently depending on the time of day.

  • Make and break relationships based on decisions taken during the day.


This game was made in collaboration with Pauline Martyn*. My roles for this project were:

  • Brian the Brain: level design, systems design, prototyping

  • Feathers: Inventory system, crafting system, UI programming, Day/Night cycles

Design Goals & Challenges

In Project Madison we set out to create a light-hearted revenge simulator, where mechanics and player choice influenced the progression of the narrative.


Design goals that influence the implementation of different game features:

  • Create an interactive environment that encourages players to explore.

  • Build structures that facilitate multiple play styles, with decisions made in one area influencing the options available in another.



As a designer on the project, key challenges for me included:

  • Directing player's through level design: As a self-contained environment, balancing explicit instructions with players' freedom to explore and figure out the puzzles at their own pace.​

  • Positioning interactable objects: Allowing players to access relevant tools for progression whilst at the same time alluding to ways of gaining newer items. Balancing the distribution of items throughout the world.

  • Communicating mechanics through UI design: Visually communicating key world information and environmental changes to guide players without overwhelming them.


Project Madison

Plate Mates