Life's a beach


A 3D voxel-style top-down chaos game made for the Brackeys Jam, inspired by The Escapist series. It uses a top-down view to simulate a guard's patrol. Drawing on my hospitality experience, we developed a game in which an employee's last day becomes chaotic.
Duration: 1 Week
Team Size: 3
Role: Game / Level Designer
Engine: Unity
Designed a risk-versus-reward gameplay loop where players create chaos by stealing and destroying resort property.
Introduced an item collection and disposal system, allowing players to carry objects and discard them in designated bins to score points and progress.
Balanced tension by giving players a 2–2.5 second window before security detects suspicious behaviour, encouraging quick decision-making.
Implemented environmental cover mechanics, enabling players to hide behind walls and evade patrolling guards.
Included a three-life system to reduce frustration, encourage experimentation, and reward creative approaches to causing chaos.
Crafting Patrolling mechanics
Designed a range of NPC roles to create a believable and active resort environment.
Used colour coding to improve communication between design and programming teams.
Populated the level with tourists, staff, and security to create a living environment.
Used NPC placement and behaviour to reinforce the atmosphere of a functioning resort.
Inventory System
Designed an inventory system inspired by The Escapists and simplified object interaction by allowing players to collect, transport, and dispose of items in designated locations.
Incorporated environmental hazards to influence player decision-making and stealth gameplay.











Integrated environmental hazards affect player choices and enhance stealth gameplay.
The bar's central placement, a navigational beacon, provided players with a guiding anchor in the broad setting.
Strategically placed destructible objects in specific areas, with a security guard patrolling the main corridor serving as a constant obstacle.
Combined exploration and stealth elements to enhance player engagement.
Using voxel art prefabs, designed the resort environment in Unity's ProBuilder, with a focus on clarity and player navigation.








