File Not Found

A 2D isometric roguelike where players race through a self-destructing computer game to rescue their trapped sibling before time runs out.

Rogue-Like

In-Progress

Role

Design Engineer

Timeline

4 months

team

WolverineSoft Studio

platform

Unity

astronaut falling through space

The Lowdown

Two siblings. One corrupted computer. A rescue mission against the clock.

FILE NOT FOUND is a single-player adventure where a player enters a computer to rescue their trapped sibling. As they navigate increasingly hostile digital environments, they must overcome corrupted programs, security systems, and dangerous enemies standing between them and their goal.

I am currently developing this project with WolverineSoft Studio, a non-profit game studio sponsored by Michigan Engineering, where I work as a Design Engineer!

Role: Design Engineer
Focus: UI/UX Design, Game Systems Design, Gameplay Prototyping
Tools: Figma, Unity

Warmly lit bar interior with vintage decor

Discovery

Understanding the game and identifying opportunities.

My first priority was getting familiar with what we had already built. I explored the game's existing mechanics, environments, and narrative to better understand the experience we were creating.

Through hands-on gameplay and conversations with the team, I began identifying areas that needed attention. Some elements lacked a consistent visual direction, others presented opportunities for improved usability, and certain gameplay encounters needed refinement.

This initial exploration helped me understand where my contributions could have the greatest impact on the player experience.

[Visual: Early gameplay screenshots, initial UI designs, or notes from your first evaluation of the game.]

Young man in a vintage car

Defining

Turning observations into a clear design direction.

With a better understanding of the project, I worked with the team to establish a more cohesive vision for File Not Found.

We wanted to create a game that felt challenging and immersive without sacrificing clarity. That meant considering how our story, environments, interface, and gameplay mechanics could reinforce one another.

I focused my efforts on three priorities:

  • Clarity: Making the interface and gameplay information easier to understand.

  • Consistency: Establishing a recognizable visual identity across the game's different zones.

  • Engagement: Refining gameplay encounters to create more meaningful challenges.

These priorities became a framework for evaluating my design decisions as development continued.

[Visual: Design goals, visual references, early color palettes, or a breakdown of the three priorities.]

Stylish individual in a beige coat

Designing

Exploring, iterating, and refining the player experience.

With our direction established, I began translating those priorities into concrete design changes across the game.

Refining the Interface

I revisited our existing UI, iterating on its layout and visual presentation to improve readability while making it more engaging. My goal was to create an interface that communicated information clearly without distracting from gameplay.

Establishing the Visual Identity

I developed color themes and aesthetic directions for the game's different zones. Each environment needed its own identity while remaining part of a cohesive digital world.

I explored how color could help establish atmosphere, differentiate locations, and reinforce the game's narrative.

Reworking the First Boss

I also redesigned our first boss encounter, focusing on making the fight more challenging and immersive.

Rather than treating difficulty as simply making an enemy harder to defeat, I considered how the encounter's pacing, mechanics, and player interactions could contribute to a more engaging experience.

Each of these efforts involved balancing creative ideas with the practical needs of the game and its players.

[Visual: UI before-and-after comparisons, zone color explorations, and original versus revised boss designs.]

Elegant woman in burgundy fur stole and pearls

Delivery

Bringing the experience together through testing and refinement.

As designs were integrated into the game, I continued evaluating how they worked in practice.

I conducted quality assurance testing to identify bugs, assess difficulty, and find moments where gameplay or interface decisions could be improved.

Testing the game as a complete experience helped reveal issues that weren't always apparent when looking at individual features in isolation. I used these observations to communicate feedback and guide further refinements.

This iterative approach allowed me to contribute beyond the initial design phase, helping ensure that the experience we were building was not only visually cohesive, but also understandable and engaging to play.

[Visual: Implemented designs, gameplay footage, QA findings, and examples of improvements made following testing.]

A poised woman in a vintage burgundy gown

What I Learned

File Not Found has reinforced my belief that good game design comes from understanding how individual systems work together.

From establishing a visual identity to refining a boss encounter, every decision ultimately contributed to the same goal: creating a better experience for the player.

One of my biggest takeaways has been the importance of testing designs in context. Something can look great or make sense on paper, but its effectiveness only becomes clear when someone actually interacts with it.

Let's Talk

I'm energized by projects where I can dig into complex problems, collaborate with smart people, and ship things that genuinely improve someone's day.

Comment

Roger

Open to internship opportunities, part-time work, and interesting conversations about hard design problems! :D

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