Title: The Last Connection
Engine: Unity
Genre: Simulation/Narrative Driven/Multiple Choice
Role: Level Designer/Narrative Designer
Team Size: 6
Development Time: September 2025 - April 2026 (8 Months)
The Last Connection is a narrative-driven game where you play as a switchboard operator. You will be connecting a town of characters to each other during your last week, before being replaced by a machine. Your choices in who to connect calls to will help solve the problems of townsfolk, have lasting consequences, and can help people overcome their barriers and improve relationships. You will explore, achieve endings, and unlock what truly makes this town and its people special.
The Last Connection was my Capstone year project, developed over 8 months. The game was a highly collaborative project meant to utilize the strengths of every team member to their fullest extent. Our team decided that, due to most of our strengths being within narrative design, and with only one artist, we decided to do a dialogue-heavy yet systematically complex narrative game.
For this the structure of the project became very narrative focus, using it for puzzle and general gameplay. In the game, player play between 2 sections, an overworld sections and switchboard section, where player explore a map and gather information from talking to townsfolk, than take those hints and then use them to solve puzzle in the switchboard segment by connecting residents to who is needed to assist them.
In developing our team began with simple prototypes constructed with paper or demonstrated through storyboards, myself I made a prototype in miro of my concept of the idea. For my concept it was a timed system where different calls opened at different type, where only certain lines were active. While this was okay as a base concept,as the team ideas combine it evolved into something much more through development.
Miro Prototype of game concept
Map Concept, 1-4 displayed
Development went ahead with many concepts from the initial prototypes being expanded upon, specifically a desire to show the consequences of your actions from the switchboard segments, hence the overworld segments. The overworld segments ended up being a big part of the project for me, as I would take on the role of level designer within the team to create a map that suited the evolving needs of the game's design.
This involved creating several concept maps of key locations planned for the game, then arranging them in various configurations to meet different needs, depending on the desired pathing. Each map has a different focus: the first is meant to support extensive exploration, while the second is a stripped-down version containing only the bare essentials for the game loop. The third is a mix, having some exploration, but also a straightforward route from the starting point on the map to the end. The fourth and final would be another map that was a mix of exploration, but with more unconventional pathing, so that it opened up more exploration opportunities for the player. Eventually, after deliberating with the team, map 3 dubbed "The Big Park" was picked, as the team felt it was the best mix of elements within the concept, that also could appeal to multiple different playstyles, for those who wanted a more direct approach and those who wanted to explore and enjoy the experience more.
Miro was the original platform where much of the game map was constructed, as it was easy to construct, test and iterate upon map designs here. Miro was a tool commonly used throughout the project for collaboration and information storage, as in many game design projects. However, for this project, the team also used Miro to test map and narrative elements after the initial map design was decided. Miro would end up being an invaluable tool for testing, used to playtest the level design and narrative elements of the game, with our Unity build built off the design and feedback from our Miro playtests. Miro ended up being so invaluable that we continued testing elements in for several months after the unity build was up and running, but being able to test quickly and cheaply while failing fast provided a great space for ideation on the project. On the left, you can see an example of what the work done in Miro build would eventually become in the final game.