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Jane Apostol

Comatose
Team Size
2
Tools
Date
Unity 6, C#, Figma, Canva
March 2026 - April 2026
About
An icecream shop simulation rage game where you the player sees from a rat's perspective, and controls a demon with a game controller where the joysticks to move the arms, and uses the bumpers to rotate the body.
This started as an individual project, where in each milestone presentation, games got cut. In the second-to-last milestone, I was then joined by another Technical Designer. It was safe to say Comatose made it to the final milestone without getting cut.
In the time I worked alone, I designed and developed the character controller and core gameplay loop, pioneered the ordering UI system, established level blockouts, integrated audio, and set dressed to polish the game quality.
This was a project made for the Tech Design 2 course at the Florida Interactive Entertainment Academy (FIEA).

Title Screen

Intro Cinematic

Level 3

Title Screen
1/5

Technical Design
Character Controller
Balancing Controls:
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This rage game challenges players with clunky controls, as seen in the control scheme to the right.
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Initially, the controls were nauseating. The player moved between controlling the body and arms by swapping between first-person and third-person view.
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After playtesting multiple times, I iterated on the character controller to perfect the current control scheme, ensuring the player felt challenged in a fun way.
System:
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Built the character controller with the Unity 6 Input System.
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The body is rigged and utilized multiple Configurable Joint Components to achieve an active ragdoll.
UX/UI System & Design
Design:
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Prototyped UI assets and mockup in Figma to cleanly display icecream order.
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Dropped background opacity to enhance gameplay visibility. This was especially significant in first-person mode.
Modular System:
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Built with prefabs, allowing the icecream order to be in any combination of scoops and syrups.
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The Order Manager script is subscribed to an event within Order System script, which is invoked upon receiving a new order. The Order Manager script then spawns an Order Template, and the template receives the data it needs to make it appear on the UI.
Level Design
Blockout
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The blockout served as the foundation of Level 2.
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I brainstormed the conveyor belt as the main level mechanic to add extra rigor to the player experience.
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Icecream scoops, cones, and syrups are spawned onto their respective conveyor belts. On the ground are conveyor belts that push the player in the same direction of the ingredients.
Polish
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I reduced the conveyor belt speed because it was too difficult.
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I did a second pass set dressing the levels to fit the narrative since the story later in development leaned towards dark humor.

Level 2 Blockout

Level 2 Final

Level 2 Blockout
1/2
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