Product Director

Indie-game developer for 'Garden of Aiden'

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Project Overview / Purpose

In a world where technology and natural magic have merged, Aiden, a sentient AI with the ability to manipulate both digital systems and organic energies, must uncover the mystery behind humanity’s disappearance. Venturing through the sprawling landscapes of Neura Eden, Aiden confronts a corrupting force that threatens to unravel the delicate balance of this once-thriving paradise.

Garden of Aiden combines the best elements of classic Metroidvania exploration with modern 2D physics-based gameplay. By mastering movement, harnessing powers that blend advanced technology with elemental magic, and unraveling the secrets left behind by mankind, players will experience a compelling journey of discovery, danger, and renewal.

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Key Features
Seamless Fusion of Tech and Nature

Explore an environment where mechanical constructs and lush flora co-exist, offering a visually stunning and thematically rich setting.

Physics-Driven Platforming

Make use of precise 2D physics mechanics—from wall-jumps to gravity-shifting obstacles—ensuring every movement feels fluid and responsive.

Metroidvania Exploration

Unlock new abilities and gadgets to gain access to previously unreachable areas, rewarding curiosity and backtracking with hidden lore and upgrades.

Dynamic Combat System

Combine ranged tech blasts and nature-infused melee attacks to defeat enemies corrupted by the malevolent force threatening Neura Eden.

Story-Rich Narrative

Discover the fate of humanity through scattered digital logs, ancient runic devices, and interactions with the few remaining sentient beings.

Striking Pixel Art Aesthetic

Each frame is packed with detail, merging a vibrant color palette that brings both the technological and natural elements of the world to life.

Challenges & Solutions

Undertaking my first solo project required me to rapidly broaden my coding skills and become a multidisciplinary expert in Unity. One of the toughest obstacles was perfecting the physics system: I redid the movement four or five times, referencing Celeste’s mechanics to strike just the right balance of responsiveness and fluidity. Each revision taught me more about collision detection, velocity handling, and the importance of tight controls for player satisfaction.

Meanwhile, I also faced the challenge of making the art stand out in an oversaturated market; designing distinctive pixel art and cohesive environmental themes demanded not only creative flair but also smart optimization to maintain performance. Every step introduced a new learning curve, but teaching myself how to tackle each problem ultimately empowered me to build a more refined and engaging game.

Technical Stack
  • Unity 2D: Core engine for physics, rendering, and overall game development.
  • C# Scripting: Player and enemy behavior, state machines, and overall game logic.
  • Aseprite & Photoshop: Creating and refining pixel art assets with vibrant palettes.
  • LDtk: Constructing seamless levels, collision data, and environment layering.
  • Git & GitHub: Version control for safe collaboration and iterative development.
  • MMFeedback: Managing audio and Feedbacls.
  • Development Status
  • Pre-alpha: Core movement and combat mechanics established. Several biomes are partially complete, with draft art assets and a working level design flow.
  • Next Steps: Further refinement of player abilities and creating more nuanced enemy AI. World-building elements and narrative integration are ongoing.
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    Project small image
    Responsibilities
    • Game Design & Direction: Conceptualized the fusion of technology and organic magic, designed key gameplay mechanics, and led overall creative direction.
    • Level & Environment Design: Constructed multi-layered environments that emphasize both vertical and horizontal exploration, ensuring each area feels alive and interconnected.
    • Programming & State Machine Implementation: Developed character scripts, custom physics interactions, and behavior transitions (Idle, Move, Jump, InAir, Land, Wall Mechanics, Dash, etc.).
    • Art Oversight: Collaborated with pixel artists to maintain a cohesive visual identity, guiding color palette choices and overall aesthetic.
    • Playtesting & Iteration: Conducted continuous playtests, gathering feedback and adjusting difficulty, controls, and progression flow accordingly.
    What do the players think?

    Here are the reviews:

    Allie Jennings
    Twister Air
    "So much fun! Played with my family and we had an awesome time dancing to the music and wearing the fun bands. Awesome game!"
    Garden of Aiden
    "I can't remember the last time I felt so satisfied with some game's graphics. Nowadays everything looks so grim and hollow-knight-ish, or in the other hand, too much retro and 8 bit style. Your game, yet pixelated, brings a rich and well-balanced color palette to the table, with a Superbrothers Sword & Sworcery feeling. Congrats!"
    148Apps
    Hank Hazard
    "Hank Hazard is a fantastic physics puzzler. Amongst an App Store heaving with the genre, Hank Hazard stands tall, making it an unbeatable example."
    Agiangmei Gangmei
    Rooms of Doom
    "This is what an arcade game should look like.. Excellent work!!!!"
    Kotaku.com
    OMG:TD
    "Cartoonish graphics, simple and intuitive game play, free-to-play, OMG: TD has it all. "
    Kenai Medina
    Rooms of Doom - Minion Madness
    "I love it! Challenging, cool minions (also cute and some creepy lol) also funny! Lol it's perfect if ur not sure if u want to download this I 💯 percent suggest it!"
    Gengarona
    Garden of Aiden
    "Wishlisted. The artistic direction is looking fantastic so far, I'm definitely interested."
    Christina Casarez
    Twister Air
    "It is fun and you get exercise 😀😃"
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