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Cave Escape (2025)

Cave Escape is a platformer inspired by classics such as Celeste, Super Mario, and Donkey Kong Country. In this project, I served as the Systems Designer, where I was responsible for creating and refining core game play mechanics, such as the player tracking, save / Load game, and player motion and controls,  ensuring smooth interactions between systems, and balancing player progression. In addition to systems work, I also contributed to level design, helping to shape engaging challenges and pacing that complemented the game’s mechanics.

Systems & Gameplay

Player Tracking & Rooms 

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From the beginning of development, one of the first systems I designed was the Player Tracking and Rooms System, which ultimately became the backbone of the project. This system not only managed camera control to create smooth transitions and maintain player focus, but also acted as a hub that distributed information to key objects within the game world. By establishing this foundation early on, the system enabled greater flexibility in level design and provided the team with a reliable framework to build upon, setting the project up for long-term success. As the project evolved it was discovered that this system too was required to evolve with the project as a whole. Due to this system being a core part of the project we found it beneficial to utilize it as one of our best debugging tools in development. For example, when transitioning from singular, isolated levels to a unified persistent level, the system was the first to flag that critical references, such as the player itself, were broken. This not only streamlined our troubleshooting but also highlighted the system’s flexibility, reinforcing its value as both a gameplay foundation and a development tool.

Rope Swinging Mechanic

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One of the mechanics I was responsible for designing was the Rope Swing Mechanic. This feature became a testament to my problem-solving skills, as I was tasked with implementing a fundamentally 2D gameplay system within a 3D engine.

During development, I encountered numerous challenges while working with Unreal Engine’s built-in physics system, which often produced unstable or unintended results. By approaching the problem iteratively and breaking it down piece by piece, I crafted a custom swinging system that delivered consistent and responsive gameplay. In the end, the mechanic was able to function reliably without depending heavily on Unreal’s default physics, resulting in a smoother and more controlled player experience.

Documentation And Pre-Planning 

Below are several examples of my pre-planning and documentation processes, which acted as living documents throughout development. These materials capture the evolution of the two systems outlined on this page, documenting initial goals, design iterations, and implementation details. By maintaining them as living documents, I ensured they remained useful not only for myself but also as a clear point of reference for the entire team.

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Cave Escape is available to play on Itch.io. Click the button below to try out the full project and see the systems and mechanics in action:

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