Unstrung is a 2.5D puzzle platformer built in Unreal Engine 5. The game revolves around a puppet whose strings have been cut β the player must navigate levels by manipulating the environment rather than relying on conventional platformer mobility. Every puzzle is built around physical cause and effect: levers activate trapdoors, boxes block pressure plates, and the world reacts to every interaction.
The project is currently in Alpha with content locked, all levels are designed and the core systems are implemented. Polish and QA are the current focus.
I did puzzle and level design and built all the core Blueprint systems that power the mechanics β from overlap detection to the offscreen character indicator.
Puzzle & Level Design
Contributed to puzzle layout and spatial design. Levels are structured to introduce or remix one mechanic at a time, keeping the learning curve readable without hand-holding.
Blueprint Systems
Implemented Level Sequencer triggers for cutscene moments and developed Blueprint systems, including an elevator with object detection logic that halts movement when obstacles are present.
UI
Built the full UI layer, from wireframes and screen flow design through to functional implementation in Blueprints: main menu, settings, and options screens, covering widget architecture, event binding, and navigation logic.
This project pushed my Blueprint skills significantly. I learned how to design puzzles that escalate cleanly without relying on text tutorials, and how to write QA documentation that external playtesters can follow without guidance.