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The Last Flame

OVERVIEW

The Last Flame Cinematic

Bring back the flame and hope, long after the sun abandoned the world.

  • Designer Icon

    Technical & UX Designer

  • Prototype Icon

    4 Weeks (2025)

  • Person Icon

    20

Unity Miro Jira Perforce
Narrative Adventure Singleplayer Exploration Third-Person

My Contributions

  • Designed and implemented UI mockups to fit the narrative.
  • Created adjustable settings for players that saved on load.
  • Collaborated with programmers to implement UX & accessibility features.

DEVELOPMENT

Project Timeline

Week 1 | Ideation

Prototyping, feedback, brainstorming

Week 2 | Midway Review

Level layouts, base gameplay systems & mechanics

Week 3 | Implementation

Assets, playtesting, iterations

Week 4 | Candidate Master

Bug fixing, polishing, quality of life features

Coming Soon...

REFLECTION

This project was a success for me, both in terms of learning and the final product. Despite some bugs on jury day, I was proud of our delivery. Our team worked hard and largely efficiently, achieving a solid version of our initial vision. Compared to the last game project, our structure was more robust, allowing me to focus on my desired role in UX design and a bit of tech—a specialization I now feel drawn to. Valuable feedback from peers and judges helped me understand my work's integration within the game. The midway review was crucial, prompting us to eliminate unnecessary combat elements. Playtesting with other teams further clarified mechanics and surfaced new issues.

Crafting a narrative-heavy game in four weeks proved difficult, causing confusion in design decisions and occasional miscommunication. Though resolved, this slowed progress. Technically, I struggled with states and getting the diegetic menu to work with both controller and keyboard inputs. My UX iterations, while g ood for exploration, were inefficient; I frequently reprogrammed in Unity instead of prototyping in Figma, a mistake I hope to correct in the future.

For future projects, I aim for greater efficiency. I'll continue thorough documentation, perhaps adding video logs. Iterating in Figma first should boost my output, and seeking early external feedback will be beneficial. Regarding design, defining specific mechanics and their narrative implications earlier will ensure team alignment from the outset.

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