Pre-Beta Gameplay + Demo Trailer 4/26/25
Eye of the Erime is a puzzle game where you use a camera to take photos of flowers to manipulate objects temporally and spatially.
This place is not meant for you. It may not be meant for humans. The shapes, the structures, the roads, the traces of peoples gone for millions of years. But where some would be terrified by this strange unfamiliarity, you are intrigued. Equipped with only your wits and a simple camera, you explore the ruins of this ancient civilization torn asunder by a phenomenon they did not understand. Wandering past objects phasing into and out of existence you wonder; will you discover what led to the downfall of these people, or will you succumb to the same fate?
Exhibited at Bradley's FUSE 2025 showcase!
- Roles: Creative Director, Systems Designer, Level Designer, Puzzle Designer
- Production Cycle: 08/24 - Present
- Coordinated a team of 10 masters students with a 40 hour work week to simulate an indie studio
- Collaborated in creating the entanglement system core gameplay mechanic and worked to develop puzzle element systems to support gameplay depth
- Established internal puzzle logic and constructed over 10 puzzles
- Designed a dynamically updating spreadsheet to track puzzle data across milestones
- Exhibited at Bradley's FUSE 2025: https://bradleyinteractive.com/2025/exhibits/eye-of-the-erime/
Planter Platform Fun (AlexSix)
- Planter Platform Fun was one of the first levels I designed with both ephemeral and binding flower gardens
- My goal in designing Planter Platform Fun was to encourage the player to experiment with the ability to place binding and ephemeral flowers on objects with planters attached to them
- Issues encountered:
- The player would over and under shoot the distance using the launchers on top, causing frustration when the player fell off the level
- It was too easy for players to fall off the edge while trying to take photos
- The double planter wall at the end didn't feel engaging or rewarding, and the puzzle cube didn't have any reusable purpose
- The sightlines for the player felt awkward, and requiring the player to jump down from above didn't feel good
- How I worked to fix these issues:
- Adjusted the launchers to consistently send the player to the center of the sky island
- Added railings using crystals and fences to prevent the player from falling
- Changed the end condition to require the use of cubes and an ephemeral bulb, reusing puzzle elements instead of adding more one-time use objects
- Made the exit puzzle crystal (the red cube) more visible to the player and allowed them to plan more in advance
Planter Platform Fun Gameplay 4/26/25

The ephemeral and binding flower gardens, which give you a plantable flower bulb of each respective flower
The original greybox for Planter Platform Fun from 2/14/25. The blue platform moves into the black wall when a puzzle cube is placed into the cube holder. The initial solution required the player to use two ephemeral garden flowers, one of which was retrieved at the top of the level. Both flowers were used to remove the two black walls blocking the red exit crystal






A showcase of Planter Platform Fun from 4/26/25. The lower and upper platforms were widened to prevent the player from falling into the void, and in addition glass walls were added to the top platform to keep the player enclosed while they solve the puzzle. The second garden on top was changed to be used to let the player out of the glass enclosure. The ending instead has an AND joiner that requires the player to bring two cubes to the holders in front of the gate in order to get to the exit crystal


The final version of Planter Platform Fun from 8/1/25. The timer button goes horizontally to give the player a longer and more scenic walk-up to the launcher that goes into the glass box on the top platform. The moving platform on top that obscured an ephemeral flower was replaced with a launcher and binding entangled moving platform, which requires the player to use both entanglement types to obtain the cube from the respawner above. The wall on the first floor has also become glass to allow players to easily take photos of the moving platform with the planter on it




Puzzle Database Spreadsheet
- In order to track our puzzles both in and out of build, I put together the Puzzle Database Spreadsheet
- We needed an easy way to track the number of times we used mechanics; additionally, we needed a way to track the frequency of how often the types of entanglement were used and whether they were used in levels with other types of entanglement
- Issues encountered:
- We didn't have an easy way to tally up the frequencies of each mechanic/entanglement usage
- We didn't have a proper list of each level and the elements contained within it
- How I worked to fix these issues:
- I learned how to use COUNTIF functions for Google Sheets, and made each set of data into tables so whenever we added levels with keywords, it would automatically parse the new row and update the Usage Spreadsheet accordingly
- I separated out the tables into separate tabs in Google Sheets, and made them link to each other so we could view data on individual pages
- The Alpha and Gold Master versions of these spreadsheets are pictured below, with the Gold Master version including every single puzzle regardless of if they made it in build


The usage data sheet, which tracks the types of entanglement used overall and in conjunction with other types, the ways we use entanglement, and the puzzle mechanics we used in levels with the entanglement types. Below are the Alpha and Gold Master versions

