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STUDENT TEAM PROJECT · ACTION ADVENTURE

SCRAPS

Find a way forward in a world left behind.

▶ Watch gameplay
CONCEPT ARTWORK
RoleMap & environment design
EngineUnity
LanguageC#
DevelopmentThree months

THE EXPERIENCE

Turn a wasteland into a playground.

SCRAPS was our student team’s first large-scale action-adventure project, developed over three months in Unity with C#. Set in a post-apocalyptic world, it casts the player as a scavenger recovering valuable relics from dangerous environments.

Its central tool, the Gravnul, connects traversal with interaction. Players manipulate objects, navigate hazards, and solve environmental problems using a mechanic intended to support multiple kinds of action. That relationship between the tool and the spaces around it shaped the project’s approach to level design.

Map designEnvironmental interactionTraversal

My contribution

I designed and developed an entire map section, focusing on landscape composition, environmental interactions, and the integration of gameplay mechanics. The aim was to make the section function as a coherent part of the wider experience.

The work also required collaboration around asset integration, scripting organization, and iterative testing. Bringing an individual map area into a shared game made the relationship between local design choices and the team’s broader systems an important part of the process.

GAMEPLAY & WALKTHROUGHS

Explore the wasteland

SCRAPS playthrough

A playthrough of the student team’s SCRAPS project.

BEHIND THE EXPERIENCE

Design decisions

01

Design around the Gravnul

The tool is both a means of moving through the world and a way to interact with it. Environment design needed to give those functions meaningful situations, connecting mechanics with the route through a space.

02

Make the landscape playable

My map work combined composition with environmental interaction. Terrain and placed objects needed to support what the player could do, making visual structure and gameplay part of the same design problem.

03

Build within a shared project

The three-month development required map content, assets, and scripts to work together across the team. Iteration and integration were central learning outcomes of this first large-scale student production.