'The Good Time Garden' is a short experiential game built in partnership with my good friend James.
A months long passion project built in our spare time, it was my first serious release and has seen thousands of downloads, glowing reviews and a featured listing on the distribution platform we used. 
Whilst we're both responsible for the mechanical and level design of the strange world, our work was largely divided between our skill-sets. James created the art and soundtrack, and I was responsible for scripting and the bulk of the engine work.

unique visual style
The game uses a top down, 2.5D style, combining Unity's sprite rendering with a dynamic perspective camera. This proved a challenge at times, as any misplaced item or incorrect sorting order would break the illusion, but overall proved worth it for the sense of physicality and natural exploration it lends to the experience.
Scene composition
Accommodating large amounts of high-resolution frame-by-frame was no easy task: despite their naive design, each character is comprised of complex hierarchy with multiple sprite-renderers and supporting components. Unity's scene file size limit also forced me to create a smart loading system that loads in layers of scenes at run-time, and wires each item to it's concerned objects.
Data Management
As scope for the project expanded and contracted, and we hustled away in hour or so bursts on an evening, keeping the code manageable and coherent proved another challenge. I managed to stay on track by using simple but reliable patterns for storing data and inter-object communication.
Sounds are serialised in a central point by a name that could represent one or more clips, such as dialogue or footstep variants, and the progression of the game world is managed by a single handler that delegates messages to subscribed objects.

Full play-through video

Back to Top