DI_STUGA2 – Last week of the module
Gravity Dungeon! What became of „HUELIS“
In the final phase of my project, the focus shifted from experimentation to a much clearer vision for an actual game! After several weeks of exploring and wildly implementing different mechanics, I made a conscious decision to narrow down the scope and strengthen what was already working instead of continuing to expand the feature set.
btw…click on the gif’s to see them move…i guess they are too shy to do it on the main page:(…
One of the most important decisions during this time was to abandon the portal system I had originally planned. While it was an exciting idea, it became clear that it would compete with the existing mechanics and add a bunch of bloat. The project had already developed a strong identity around gravity manipulation, and adding another dominant system risked diluting that focus. Ditching that whole part of my starting feature list, I managed to build obstacles that complement the players ability to flip gravity. One Is a Cube that follows the players gravity and the others are pushable pillars that serve as obstacles for the player to change the positioning of the cube.
Also I added a checkpoint system that I want to expand in the future, so that it serves a good user experience during play, since the gravity shift can go out of hand really quick.
The final week was dedicated to wrapping everything together. I polished the existing features, ensured they worked cohesively, and prepared the project for presentation. Rather than adding anything new, this phase was about stabilizing the experience and making the mechanics feel intentional and complete as a system.
By the end of the module, I had implemented a range of interconnected features:
- (No-)Flight Zones, 90 Degree Flip, Gravity Wells
- Surface Normal Sticking
- Gravity Flip
- Pushable Objects
- Gravity Following Objects
- Mid-Air Collectable
- A Death/Checkpoint System
- Flip Counter
Yes, you read the last point correctly! After all there’s another feature. Since I ditched the portal stuff, I decided that I still wanted something that changes the level design dynamically. It resulted in a Flip Counter that keeps track of how many times the player changed gravity and spawns and de-spawns geometry accordingly to a modulo! It will for sure bring many interesting option to level design in the future.
Looking back, the most important outcome of this project wasn’t a finished game, but a mechanical foundation. I created a system that allows for playful experimentation with gravity and spatial perception in a 3D environment. Something that feels unique and full of potential to me.
The process also gave me a much deeper understanding of working with Unity and C#, especially when it comes to handling physics, vectors, and overall game architecture. What I have now is essentially a sandbox, toolkit of mechanics that I can continue building on. Moving forward, I plan to turn this into a more structured puzzle experience, likely set in a dungeon-like environment with branching paths and hidden elements.
And that concludes my Studio Game 2 project! Thanks if you followed my not so clear Process throughout the weeks and stay tuned:)




