Warehouse Game

A Unity microgame developed over 12 weeks, focused on modular architecture and clear code responsibility, with interface-driven interactables, runtime task-flow changes, and varied interactions supporting clear player progression.

Unity C# Systems Design Gameplay UX Task Graph
Play on itch.io

Gameplay Video

What I Built

The game loop is built on a modular task framework. A central task manager owns progression and UI, while each task follows a shared lifecycle and uses a unified interactable component for consistent player prompts.

A mid-shift set piece reorders the active task list at runtime, allowing the power outage to redirect the player from their current objective to restoring the lights.

Project Snapshot

  • Role: Solo developer
  • Tools: Unity, C#, task systems, interactables
  • Platform: Web build
  • Focus: modular task flow, shared interactions, shift pacing, gameplay UX
  • Status: University microgame / playable build

What I Learned

Central Progression Is Cleaner

I learned how much cleaner a project becomes when progression is owned by a central system instead of being hard-coded into individual objects.

Shared Interactions Scale Better

Reusing shared interactables made prompts, task checks, and player feedback easier to maintain as more warehouse tasks were added.

Runtime Flow Needs Clarity

The task manager and runtime flow changes made the prototype easier to extend while keeping the shift structure easier for the player to follow.

Gallery

Key Systems

Task Manager

Shift orchestrator, UI driver, Runtime reroute
  • Owns ordered progression, current task pointer, and compact UI list.
  • Triggers an intro log after early linear tasks.
  • Handles the Power Out branch then resumes Box (2) cleanly.
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Interactable

Shared prompts, Task-aware gating, Reusability
  • Single prompt widget reused across all interactables.
  • Blocks interaction unless the linked task is active (optional).
  • Optional 3D task label at mid range, hides at close range.
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Computer

Cinematic input, Name sync, Control safety
  • Camera lerp into a typing UI, typing SFX.
  • Validates player name, pushes to wrist UI & clock in, unlocks door.
  • Atomic coroutine restores cursor, layers, and control.
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Power Out Task

Set piece, Environment blackout, Task rewiring
  • Disables lights/emission and moves camera to fuse panel.
  • On fuse insert: complete task and rebuild list -> Box(2).
  • Graceful control restore and UI refresh.
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Turn On Lights Task

World feedback, Emission control, SFX
  • Restores light GameObjects and emissive materials.
  • Optional red flicker failure effect.
  • Marks complete and advances when appropriate.
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What I'd Improve Next

I would add more task variations, clearer fail-state feedback, and extra shift events so the modular task framework can show more of its flexibility during play.