Frame of Mind
Producer, Developer
Engine & Tech Stack: Unity (C#)
Project Type: Game Jam Project
Development Cycle: 72-Hour Dev Cycle
Platform: Web / Itch.io
Frame of Mind is an environmental, cinematic experience designed to contrast the dullness of daily routine with the beauty of the world. Platforming and puzzle-solving are kept simple so as not to overshadow the sights and sounds.
Cinematic cutscenes rendered in-engine, creatively designed to eliminate loading screens
Custom music tracks for each level
Physics-based puzzle systems
Progression-based level select
No Loading Screens: Maintaining player immersion.
Background Loading: Cutscenes were added at the beginning and end of each level. Flags were added during in-game cutscenes to instruct the SceneManager to start background loading for the next scene using SceneManager.LoadSceneAsync(). When the cutscene ended, the next flag set allowSceneActivation = true, loading the next scene with minimal impact on performance.
Custom Music Tracks: Five music tracks were composed for this project, each designed to reflect the shift from routine to nature. Ambience in the game was designed to blend nature and office environments: the rustling of papers becomes the shifting of tree leaves, and fax machines and printers become birds in the sky. With two identical tracks featuring different effects applied, FMOD dynamically blends between office and wilderness based on player movement.
Physics-Based Puzzles: The player character uses a state machine to determine whether they are walking, swinging, or dragging an object. Dragging and pushing objects react to Unity physics colliders and gravity.
Background Scene Loading: Implemented async loading to prevent stuttering or interruptions to gameplay.
Day 1: The game jam theme was announced to the teams. We spent the first day discussing ideas and generating prototypes.
Day 2: The team was split into six roles to cover all aspects of development:
1 Music and SFX Composer
1 Game Systems Designer
1 Cinematic Developer
1 3D Modeler / Environment Designer
1 Audio Developer
1 Narrative Designer
Day 3: Final polish, bug fixes, and playtesting.
During this project, I served as the primary cinematic developer and the central communication hub for the team. Throughout each day, I tracked progress across team members, ensuring everyone remained on schedule and had the resources needed to complete their tasks. If a task depended on another teammate's deliverable, I adjusted project goals and priorities to maintain maximum forward momentum. Under the strict timeline of a game jam, this coordination played a vital role in our project's success.