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  • Group 2
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Postorder (2025)

Project info

Role: 

Technical Designer

Engine:

Unity

Teamsize:

4

Genre:

FPS Parkour

Duration:

Ongoing

Platform:

PC

About

This game is a small game we are developing as we focus on different aspects of game design and development. My primary role is creating tools to support the other designers, streamlining their workflow and improving the development process. I will also manage some bigger tasks like multiplayer support.

Screenshot 2025-03-26 075455.png

Respawn / Spawn Tool

The first tool I developed for the project was a respawn and spawning tool. I utilized Unity's toolkit to streamline the design of the inspector, making it more user-friendly. I incorporated buttons for all key functions and implemented saving and loading capabilities.

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The tool allows us to create spawn points at the player’s current position, with all points being saved, loaded, or deleted using a JSON file. If spawn points are placed in the scene before entering Play mode, we can designate a specific point as the level’s starting position.

 

Additionally, the tool enables seamless navigation between spawn points, making it easier to test movement and level design efficiently.

Code Snippets

Respawn Manager

Building Tool

A designer requested a tool to simplify the scaling of prototype buildings. This was a new challenge for me, but I conducted research and did my best to implement it effectively.

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Initially, I encountered significant performance issues because the tool was scaling and respawning objects every frame while interacting with the scaling tool. To address this, I optimized the process by checking the tiling and ensuring that objects only respawn and scale when the tiling size matches the new tile dimensions.

The tool is not yet fully optimized, as performance drops when scaling very large buildings. I am actively working on improving its efficiency to reduce performance overhead.

Code Snippets

Building Tool

Screenshot 2025-03-26 090808.png

Scene Loader

I implemented a persistent scene that loads automatically in both Play mode within the editor and in the built game. This approach simplifies level design by ensuring that all essential components—such as the player, camera, and managers—are loaded into any scene upon starting the game. As a result, other designers do not need to manually add these elements.

This solution was straightforward to implement and has significantly improved development efficiency by preventing conflicts between managers and other critical components.

Code Snippets

Scene Loader

Highscore

I worked on our high score system and implemented automatic scrolling to display the player's high score when the game ends. However, due to recent design changes we agreed upon, this system has been removed from the core game loop.

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The core gameplay has been adjusted to follow a more linear structure, with a defined start and end position. Instead of a time-based playthrough, the game now tracks the number of mailboxes the player hits before reaching the end.

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Despite these changes, the high score system functions effectively, and I am proud to present my work.

Code Snippets

Highscore Manager

Arrow System

I made a system that shows the player the direction to the closest mailbox. Before starting the game it points the player towards the starting area. 

Code Snippets

Arrow System

© 2025 by Isabelle Höljer Heiskanen

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