Husk Planet is a 3rd-person puzzle-exploration game where you uncover the mystery of a vanished alien civilization. In the game, the player progresses by solving deduction-based language puzzles using environmental context and interacting with the world around them.
On Husk Planet I designed one of our main game puzzles. Our main design constraint for our puzzles is language. The player is exploring an ancient civilization with a glyph-like language that they must decipher in order to progress. This puzzle, dubbed "The Air Puzzle", involves using glyphs on alien devices to transport fuel rods through air tubes to a refueling area. Once in the refueling area the player must choose the correctly sized slot the fuel rod goes in. Once the generator is refueled, a powerful air-based instrument can be played using the glyphs the player learned from the fuel rod puzzle. Once the correct song is played the player gets an audience with the powerful Air Ascended.
During the production of Husk Planet I was tasked with rapidly creating gameplay prototypes and features. This included things like generic interactable objects, a generic event system to connect different gameplay elements in sequence, and tools to speed up the developement process.Â