
Forgetmenots
A short story-driven puzzle game with a theatre-stage aesthetic, built in Unity and released on Steam as a 10-week student team project.
Forgetmenots is a narrative puzzle game presented like a stage play. Players move through handcrafted scenes where props, lighting, and timing help guide both interaction and pacing.
Gameplay programmer, one of two programmers on the team. I mainly worked on puzzle systems, designer tools, narration and localization, and settings.
- Built modular puzzle systems and triggers with clear state handling, so level logic stayed reliable and easy to work with.
- Created custom inspectors and reusable designer-facing tools to make puzzle setup faster and less error-prone.
- Implemented a narration system with localization support so story content could be updated without scene-specific code changes.
- Built the settings system for common player options and more consistent UX.
- Helped with the Steam release process, including builds, packaging, and getting the project shipped.
- This project taught me a lot about working in a cross-discipline team and keeping development moving under a short deadline.
- I got better at building tools around actual designer needs, not just what seemed technically neat.
- It was also my first time being part of shipping a game to Steam, which gave me practical experience all the way from development to release.
Forgetmenots is a short story-driven puzzle game with a theatre-stage presentation, made during a 10-week course project by a team of 10 students from different disciplines.
As one of the two programmers, I focused on gameplay systems and tools that helped designers work faster. I built modular puzzle components and custom inspectors so common puzzle patterns were easier to set up, reuse, and debug.
To support the narrative side of the game, I implemented a narration system with localization support. That made it easier to manage dialogue and story beats cleanly, and to update content without needing code changes for each scene.
I also built the settings system and helped during the final push to release the game on Steam.