Bag Mechanic
In our game, players steal items from a museum and must balance them inside a bag until they can unload them into the getaway truck. Using Unity's UGUI system, I made a world-space UI for the bag inventory and synced it's movement to the player's Rigidbody to simulate shaking during movement. I also used 3D physics colliders combined with position-constrained rigidbodies on items to mimic stable 2D stack physics.
Tutorial Level
To introduce players to the controls and main objectives of the game, I designed a tutorial level giving players a slice of gameplay alongside contextual UI text. By placing proximity dialogue triggers around the map environment, I gave real-time onboarding information to players before they encountered and applied each new mechanic.
Main/Results Menus
I was responsible for designing the overall layout and implementing both the main menu and the results screen. To match the game's heist theme, I used Unity's built-in Animator to keyframe a custom screen transition sequence. I also made character and vehicle animations for our protagonist and their truck.