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Cognitive

A narrative-driven game project focused on environmental storytelling, level pacing, exploration, and player guidance.

Play / Download on itch.io
01 / THE PROJECT

Project Overview

Cognitive is a narrative-driven game project focused on exploration, environmental storytelling, and progressive gameplay teaching.

I led level design and environment production, developing spaces from early greybox through final implementation while also contributing to game design, 3D asset production, production coordination, and playtesting.

02 / CONTRIBUTIONS

Project Metadata

03 / GREYBOX TO FINAL ENVIRONMENT

Level Design Process

  1. 01TEACH
  2. 02REUSE
  3. 03EXTEND

Three spaces form a deliberate teaching progression: introduce the battery interaction, reuse it as a limited resource, then extend the energy system into ranged spatial puzzles.

SPACE 01 / TEACH

Introducing the Battery Mechanic

Space 01 introduces the battery mechanic with minimal complexity. As the player crosses the bridge, a scripted event drops a battery from a ventilation duct, using sound and movement to attract attention. Picking it up and inserting it into a nearby slot opens the way forward, teaching the core interaction before further complexity is introduced.

Greybox layout with a raised central structure and surrounding rooms.
Greybox
Finished environment showing the raised structure, wall panels, and surrounding rooms.
Final
Design goal
Introduce the battery interaction with minimal complexity.
Greybox focus
Establish a clear traversal path and place the mechanic directly within the player’s route.
Final implementation
Use a scripted drop, sound cue, and nearby battery slot to attract attention and teach the interaction through play.
SPACE 02 / REUSE

Reusing a Limited Resource

Space 02 reframes the battery from a one-time key into a reusable resource. Players must recognize that batteries can be removed from powered slots, then redistribute two batteries between multiple doors to progress. The puzzle tests understanding of the system rather than repetition of the first interaction.

Greybox layout showing connected rooms and changes in elevation.
Greybox
Finished connected spaces with modular wall and floor panels.
Final
Design goal
Teach the player that batteries remain reusable after activation.
Greybox focus
Create a sequence of gates that requires the same limited resources to be reassigned.
Final implementation
Use two batteries across multiple powered doors so progression depends on understanding resource reuse.
SPACE 03 / EXTEND

Extending the Energy System into Remote Interaction

Space 03 extends the established energy system into ranged interaction. The player gains an energy gun whose energy-ball projectiles activate slots much like batteries. Energy can travel through windows or openings to reach targets the player cannot physically access.

Greybox layout of a divided room with openings and adjacent spaces.
Greybox
Finished room layout with furnishings, corridors, and adjacent spaces.
Final
Design goal
Extend the established energy system into ranged spatial problem-solving.
Greybox focus
Create sightlines and separated spaces where the player can see a target without directly reaching it.
Final implementation
Use the energy gun to allow projectiles to travel through windows and activate remote energy slots.

The camera positions differ between greybox and final views.

04 / FROM CUES TO SCRIPTED STAGING

Spatial / Player Guidance

Four examples trace the progression from an unresolved visual cue to learned interactions, curiosity-driven exploration, and predictable movement for a scripted event.

01Target Visibility Through Windows

Unresolved readability
A window previews the room beyond, with a small highlighted destination doorway visible in the distance.
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Intent
Preview a future destination through the window before the player reaches it.
Visual cue
The bright door-frame highlight is intended to draw attention to the doorway beyond the opening.
Observation
The cue is currently not strong enough. The doorway can be overlooked, so this remains an unresolved readability issue.

02Environmental Interaction Language

Establish interaction expectations
Three gameplay views show breakable glass, crates, and a reactive environmental object.
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Intent
Establish early that many environmental objects can be interacted with.
Interaction language
Breakable glass, breakable crates, and reactive objects teach the player to test the environment.
Design role
Introduce these expectations before later exploration puzzles: teach interaction language, then reuse it to encourage exploration.

03Curiosity / Hidden Space

Reuse learned interactions
Stacked breakable crates partly obstruct a window opening and access to the space beyond.
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Intent
Encourage curiosity by partially obstructing the player’s view and access.
Learned language
Previously introduced breakable objects form the barrier, inviting the player to experiment.
Exploration reward
Breaking through reveals a hidden space. The interaction language learned earlier becomes a tool for exploration.

04Bridge Directional Guidance

Successful spatial guidance
A narrow railed bridge leads directly toward a centered destination door, with few competing visual cues.
View full-size image ↗
Spatial structure
A narrow linear path, a centered destination door, and minimal competing visual information create a strong directional space.
Expected movement
Walk directly toward the door. This predictable route supports the staging of a scripted event.
Scripted sequence
Player crosses the bridge → CG / scripted event triggers → bridge collapses → player falls.
05 / EARLY DEVELOPMENT → LATER PLAYABLE BUILD

Iteration & Development

Early versions focused on basic traversal, room connectivity, and core interaction logic. Later passes added stronger environmental framing, more readable gameplay objects, denser detail, and a more complete visual language while preserving the underlying level structure.

Early Development

Traversal and core interaction logic.

Later Playable Build

Environmental framing and interaction presentation.
Early version
Basic traversal, room structure, and core interaction logic.
Later version
More complete environmental presentation, clearer gameplay objects, and stronger spatial framing.
Iteration rationale
Refine readability and presentation without losing the original gameplay structure.
06 / ASSETS BEHIND THE SPACES

Environment & 3D Art

I created a small modular environment kit to support rapid room assembly and a consistent visual language. Reusable architectural pieces and gameplay-facing assets helped move spaces from greybox into cohesive final environments without rebuilding every room from scratch.

Bridge

Rendered bridge asset with railings and modular walkway panels.
Final
Bridge wireframe showing the walkway and rail geometry.
Wireframe

Door

Rendered door asset with inset panels and illuminated details.
Final
Door asset with visible topology over its surface.
Wireframe

Floor / modular panel

Rendered square modular panel with recessed surface details.
Final
Modular panel with wireframe showing its surface geometry.
Wireframe
07 / PAX EAST 2026

Public Playtesting

Cognitive was presented at PAX East 2026 as part of the Clark University / Becker School of Design & Technology showcase, where visitors were able to play the project in a public exhibition setting.

A visitor holding a controller with Cognitive gameplay visible on the upper screen.
Visitors playing Cognitive
A visitor wearing headphones and playing Cognitive at a monitor.
Gameplay on the showcase floor
Visitors gathered at the Cognitive display beneath Clark University and Becker School signage.
Clark University / Becker School showcase
Cognitive team members in front of the title screen at PAX East 2026.
Cognitive team at PAX East 2026
08 / STUDIES OUTSIDE THE PLAYABLE BUILD

Explorations & Cut Spaces

An unused greybox study of a larger connected layout, shown in an editor grid.
Unused greybox study · not part of the final playable build

Not every explored space made it into the final playable build. These greybox studies were part of the level-design iteration process, allowing ideas to be tested before production time was committed to final environment work.

Play / Download on itch.io