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.