Box Voyage is a playful adventure puzzle game where players take their government-mandated vacation on a cheap cruise-in-a-box. Push, grab, and spin anything you can get your hands on as you explore the rooms aboard the ship and attempt to fill your Fun Meter.
- Explore 7 eccentric, colorful rooms full of puzzles to discover how to have enough Fun
- Manipulate dozens of tactile objects inspired by old analog toys
- Dig deeper into the rooms to discover trophies to remind you of your time in the box
Every interaction in the box is bursting with feedback and begging to be inspected. Pushing buttons, flipping switches, launching toy planes, cutting hair, and cooking up octopus are just a few of the ways players can expect to have Fun on the cruise. There’s still a lot to enjoy in this quirky adventure, even if your boss is making you do it.
Project and team information
This is a 2 semester long project with a 13 person interdisciplinary team.
- Producers – David Carlos (Lead) | Mitch Zasa
- Programmers – Walter Hill (Lead) | Alex Hubble | Nick Eckstein | Vedant Chaudhari
- Designers – Jo Josh Forcheimer (Lead) | Dakota Williams (Lead) | Garrett Harriman | Tim Carbone
- Artists – Issac Mills (Lead) | Celina Tong | Michelle Lee
My Role in the Project
My Role in Box Voyage was a Gameplay Programmer, I focused on rapidly prototyping and polishing new puzzles and rooms after design made them. This included a lot of communication with both design and art to figure out exactly how the room would work, how it would look after it was finished, and what would need to be changed. I spent the early days of my involvement prototyping new rooms and puzzles, this involved grayboxing the room based on the diagrams sent by designers and made the functionality. For the latter half of the project I focused on cleaning up bugs, implementing finished art assets to the code, and making any tweaks we needed to the rooms based on testing results (both QA and internal).
Working online due to COVID-19
About halfway though the project we were forced to make the transition to online due the COVID-19 pandemic. With this we swapped to exclusively online communication. While this was a blocker at first, we were able to quickly make the swap and worked just as efficiently as before!
- Unity’s new input system
- Github repository
- Github bug reporting and tracking
- Github pull requests
This game is being released in June of 2020 on Itch.io and Steam!