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A speed run into game production.

9 Lives is a mini 2D platformer created over an intense 3-day sprint, as part of a 4-week course at HKU, Utrecht focused on game feel.

The project was a culmination of 2.5 weeks spent learning Unity from scratch, studying the structure of games like Super Mario, and understanding level design, pacing, and what makes gameplay feel satisfying and responsive.

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The goal of 9 Lives was to apply that knowledge in practice — to explore how camera systems, character movement, animation, audio, and environment design come together to create a cohesive, enjoyable experience. While the game is a prototype, it served as a deep-dive into the fundamentals of responsive gameplay design and the creative process behind building a game from the ground up.

PREMISE

Insights

Creating a game from scratch in just three days wasn’t the healthiest decision — but it led to 9 Lives. This project focused on understanding and applying game feel — the elements that make gameplay smooth, responsive, and satisfying. Below are some of the learnings:

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  • Camera Movement: Implemented using Cinemachine Brain, a custom camera controller, and parallax effects to enhance depth.

  • Character Movement: Developed jump animations, dust effects, raycasting for ground detection, and an "IsGrounded" check for smoother interactions.

  • Game Art: Created sprite sheets, layered assets, prefabs, and general animations.

  • Level Design: Designed level layouts with thoughtful difficulty progression and engaging platforming elements (e.g., "jump islands").

  • Audio: Integrated audio using Unity’s audio listener.

Notes about Ver.1 and Ver.2

Before making this game, I spent 2.5 weeks learning Unity from scratch by creating my first game — a small project about rescuing people during a flood. That experience helped me understand the basics of Unity and sparked a deeper interest in how games are structured and designed.

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Ver.2 was my first attempt at building a complete level. It had several technical and design shortcomings:

  • The camera was parented directly to the player, resulting in jarring and overly zoomed-in movement, lacking parallax.

  • Player animations were limited to idle/run, with no squash-and-stretch or particle effects, leading to underwhelming gameplay feedback.

  • Collision issues due to an oversized box collider and lack of ground checks often caused the player to behave unpredictably.

  • Key mechanics were missing or incomplete — for instance, vine obstacles were meant to slow the player but weren’t functional.

  • Visual assets were inconsistent, with pixel sizes that clashed and diminished the overall presentation.

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Notes about Current Version

9 Lives has come a long way, but it still needs fine-tuning:

  • Missing UI (start, pause, end menus)

  • Platform distances need balancing for smoother jumps

  • Hazard cues (e.g., glowing blue plants) need better visual feedback

  • Parallax script needs fixing (it moves in the wrong direction and plays during jumps)

  • Jump animation doesn’t reset correctly

  • Missing heart counter for collectibles

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