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Shipped Unity · C#

Whispers Through the Halls

An 11-person studio project built around a ~15-item interaction system, and the first project where I owned Git for a team of two.

Whispers Through the Halls gameplay screenshot
Role
Programmer, Git Owner, QA Liaison
Team
11-person studio (2 programmers)
Engine
Unity (C#)
Timeline
Fall 2025 (GAME 467 Design Studio)

Overview

"Whispers Through the Halls" is a short (~5-6 minute) narrative-driven Unity game built by an 11-person studio over a 4-month development cycle in GAME 467. I was one of two programmers on the team.

Add a fuller breakdown here of the setting, the core interaction loop, and what a player actually experiences walking through the halls.

My Contributions

  • Built the game alongside one other programmer over the full 4-month cycle.
  • Owned Git version control for the programming workflow: managed branch strategy and resolved merge conflicts across the two-developer team for the whole project.
  • Programmed interactive-object logic in C# for a game featuring roughly 15 interactable items, with implementation shared across both programmers.
  • Served as the programming-side integration and QA liaison to the writing, art, and design teams, verifying their concepts scaled correctly once placed in the Unity engine.

Gallery

Devlog

Building the halls

Notes from across the semester. Newest entries first — duplicate one of these blocks to add your own.

Ship day and the last QA pass

Write about the final playtest and ship here: what broke in the last week, and what it took to get all ~15 interactables working end to end.

Ship QA

Being the bridge between design and engine

Write about the QA liaison role here: a concrete example of a design or art idea that had to change once it was actually placed in Unity.

Integration

Two programmers, one repo

Write about the Git setup here: how branching worked between two developers, and a real merge conflict that had to get resolved.

Git Team Process

Kicking off an 11-person studio

Write about pre-production here: the initial concept, how the team split into subteams, and what the first interactable prototype looked like.

Pre-Production