// PROJECT · GAME
The Tragedy of Pondiberry Lodge
3D exploration detective game (Unity/C#) - lead programmer, 5-person team, five themed levels.
The Tragedy of Pondiberry Lodge is a 3D exploration detective game developed in Unity as the final project for UTS Game Design. Players explore a mysterious house, uncovering clues and solving environmental puzzles across five themed levels to uncover its secret and escape.
Role
Team Leader & Lead Programmer (5-person team)
Contributions
- Architected the complete game system: core gameplay loop, interaction framework, UI, and level progression
- Designed and built the tutorial level and first main level / level template
- Managed team coordination, task assignment, and code integration across all five levels
- Implemented all game logic as the sole programmer on the team
Technical Challenges
- Polymorphic interaction framework for designer extensibility. Every interactable (doors, drawers, keys) derived from a shared base with virtual hooks; player input dispatched polymorphically to whichever was in range. A new interactable was a subclass dropped into a scene, with no core code changes.
- Build-order level progression. Each level’s completion tracked as a static flag and the active level resolved by scene build index; the next level gated on the previous one’s objective — a minimal, predictable unlock model across all five levels.
- Context-sensitive prompts in trigger zones. A prompt manager surfaced the right action hint on trigger enter/exit for whichever interactable the player was facing, so the interaction target was always unambiguous.
- Cross-scene state on stable IDs. The hardest bug was a stale Unity reference after an asset’s instance ID changed between scenes; inter-level state routed through a small manager keyed on stable string IDs instead of object references.
Lessons Learned
- Leading a five-person team while also being the sole programmer taught me that clear, written conventions save more time than any tooling.
- Would prototype the integration guide earlier next time and circulate it before people started building, instead of mid-project.
Playable demo: itch.io · Source: GitHub
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