Eye of the Erime is a puzzle game with narrative elements where you interact with entangled objects using a camera to affect them in various ways, including phasing them out of reality, freezing them in time and space, or rewinding them to a previous state.
This place is not meant for you. It may not be meant for humans. The shapes, the structures, the roads, the traces of peoples gone for millions of years. But where some would be terrified by this strange unfamiliarity, you are intrigued. Equipped with only your wits and a simple camera, you explore the ruins of this ancient civilization torn asunder by a phenomenon they did not understand. Wandering past objects phasing into and out of existence you wonder; will you discover what led to the downfall of these people, or will you succumb to the same fate?Â
Roles: Creative Director, Systems Designer, Puzzle Designer
Coordinated a team of 10 masters students with a 40 hour work week to simulate an indie studio
Collaborated in creating the entanglement system core gameplay mechanic and worked to develop puzzle element systems to support gameplay depth
Established internal puzzle logic and constructed over 10 puzzles
Designed a dynamically updating spreadsheet to track puzzle data across milestones
Exhibited at Bradley's FUSE 2025: https://bradleyinteractive.com/2025/exhibits/eye-of-the-erime/
FUSE Trailer + Gameplay Demo
Planter Platform Fun was one of the first levels I designed with both ephemeral and binding flower gardens
My goal in designing Planter Platform Fun was to encourage the player to experiment with the ability to place binding and ephemeral flowers on objects with planters attached to them
Issues encountered:
The player would over and under shoot the distance using the launchers on top, causing frustration when the player fell off the level
It was too easy for players to fall off the edge while trying to take photos
The double planter wall at the end didn't feel engaging or rewarding, and the puzzle cube didn't have any reusable purpose
The sightlines for the player felt awkward, and requiring the player to jump down from above didn't feel good
How I worked to fix these issues:
Adjusted the launchers to consistently send the player to the center of the sky island
Added railings using crystals and fences to prevent the player from falling
Changed the end condition to require the use of cubes and an ephemeral bulb, reusing puzzle elements instead of adding more one-time use objects
Made the exit puzzle crystal (the red cube) more visible to the player and allowed them to plan more in advance
Demo of gameplay for the current version of Planter Platform Fun
The ephemeral and binding flower gardens, which give you a plantable flower bulb of each respective flower
The original greybox for Planter Platform Fun. The blue platform moves into the black wall when a puzzle cube is placed into the cube holder. The initial solution required the player to use two ephemeral garden flowers, one of which was retrieved at the top of the level
The original greybox for Planter Platform Fun. The blue platform moves into the black wall when a puzzle cube is placed into the cube holder. The initial solution required the player to use two ephemeral garden flowers, one of which was retrieved at the top of the level
Screenshots of the current side view of Planter Platform Fun
Showcasing the new crystal, fence, and glass railings
An aerial view of the current Planter Platform Fun. The sky island is encased in glass and also allows the player to drop out the bottom of it onto the platform below
The new ending area of Planter Platform Fun, where the end goal is more visible now because of the vine gate and glass pane
In order to track our puzzles both in and out of build, I put together the Puzzle Database Spreadsheet
We needed an easy way to track the number of times we used mechanics; additionally, we needed a way to track the frequency of how often the types of entanglement were used and whether they were used in levels with other types of entanglement
Issues encountered:
We didn't have an easy way to tally up the frequencies of each mechanic/entanglement usage
We didn't have a proper list of each level and the elements contained within it
How I worked to fix these issues:
I learned how to use COUNTIF functions for Google Sheets, and made each set of data into tables so whenever we added levels with keywords, it would automatically parse the new row and update the Usage Spreadsheet accordingly
I separated out the tables into separate tabs in Google Sheets, and made them link to each other so we could view data on individual pages
The Puzzles Data spreadsheet, which catalogues each puzzle both in and out of build. Each row lists the scene name (internal puzzle number), internal puzzle name (identifier), the types of entanglement used, the puzzle mechanics used, the intended difficulty (for the player), and whether or not it is accessible in a build
The usage data sheet, which tracks the types of entanglement used overall and in conjunction with other types, the ways we use entanglement, and the puzzle mechanics we used in levels with the entanglement types
The Progression Data table, which we used to generate a difficulty curve chart for what our intended experience is for our Alpha build