
STUDENT TEAM PROJECT · ACTION ADVENTURE
SCRAPS
Find a way forward in a world left behind.
▶ Watch gameplayTHE 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.
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
A playthrough of the student team’s SCRAPS project.
FROM THE WORLD
The development gallery






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Development gallery
Screenshots document the project’s environments, gameplay spaces, and work in development.
















BEHIND THE EXPERIENCE
Design decisions
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.
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.
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.
