Game Design · Unity · C#

Find the Cube

Asymmetric 2D Competitive · Solo Designer & Developer

A local 2-player hide-and-seek game built in Unity. Player A hides among AI-controlled cubes while Player B hunts — across 4 levels, each testing a different dimension of deception, tracking, and spatial reasoning.

Engine
Unity · C#
Type
2-Player Local
Levels
4 Distinct
Role
Solo Dev
01

Gameplay Trailer

02

Screenshots

Main Menu — Choose a Level
Main Menu · Level Select
Level 1 — Social Deduction
L1 · Social Deduction & Mimicry
Level 2 — Chaotic Evasion
L2 · Chaotic Evasion
Level 3 — Cognitive Tracking
L3 · Cognitive Tracking · Shell Game
Level 4 — Invisibility & The Hunt
L4 · Invisibility & The Hunt
03

Case Study

Project Context

A Unity-based 2D local multiplayer game featuring four distinct levels of asymmetric hide-and-seek mechanics. The core question: how do visual deception, predictive movement, and information asymmetry create engaging social interaction between two players?


Design Challenge

Designing intuitive but radically contrasting roles for two players — one focused on deception and evasion, the other on observation and precision — without overwhelming either with complexity.

Role & Responsibilities

Solo Designer & Developer. Conceptualized all four gameplay mechanics, implemented 2D physics and AI movement logic in Unity (C#), and designed the minimalist visual system to focus player attention on movement patterns rather than surface aesthetics.


Tech Stack

Unity · C# · AI Pathfinding · Timer Systems · Collision Detection · Animation System

04

Level-by-Level Design

Each level iterates on a single theme — Identity & Detection — through a different mechanical lens.

01
Social Deduction & Mimicry

Player A blends in with AI-controlled cubes by mimicking their movement. Player B gets only 2 guesses to identify the human player among the crowd.

Level 1 screenshot
Design Decision

Limiting Player B to 2 guesses adds high stakes to the observation phase — preventing click-spamming and forcing deeper analysis of Player A's subtle movement tells.

02
Chaotic Evasion

A survival challenge. Player A must navigate both autonomous AI hazards (Star Clusters) and Player B acting as an active antagonist dropping projectiles from above.

Level 2 screenshot
Design Decision

Introducing "multi-layered threats" by combining autonomous hazards with intentional Player B obstacles creates a high-tension coordination test that rewards spatial awareness over reaction speed.

03
Cognitive Tracking

A digital reimagining of the classic Shell Game. Three identical cubes shuffle rapidly — Player B must track and identify the correct one after the movement stops.

Level 3 screenshot
Design Decision

Using Unity's animation system to create complex interleaved movement paths challenges the limits of short-term visual memory — pure cognitive skill with zero physical input required.

04
Invisibility & The Hunt

A high-speed chase. Player A has Stealth ability (slow but invisible), Player B has Speed & Size advantage. A tense psychological game of "where did he go?"

Level 4 screenshot
Design Decision

Invisibility is Player A's only defense against Player B's superior speed. This asymmetric power exchange creates genuine psychological tension — power always balanced by vulnerability.

05

Key Design Decisions

Minimalist Visual Language

Intentionally used basic geometric shapes (cubes). By stripping away complex graphics, the player focuses entirely on movement and behavior — the core "Human vs. AI" tell that makes the game work.

Asymmetric Role Design

Each level gives players completely different controls and objectives. This fosters "couch co-op" communication and replayability — players must switch roles to experience the full strategic depth.

Iterative Mechanical Lenses

All 4 levels explore the same theme (Identity & Detection) through different mechanics. This demonstrates design range while keeping a cohesive narrative thread throughout the full experience.

Information Asymmetry as Core Mechanic

The fundamental tension isn't speed or reflexes — it's what each player knows vs. doesn't know. This creates replayable drama from the simplest possible systems.

06

Outcomes & Reflections

What Was Built

A functional 4-stage prototype in Unity demonstrating AI pathfinding, timer systems, and collision detection — all implemented in C# as a solo developer.

Key Learning

Complex joy emerges from very simple rules. "Hiding in plain sight" (Level 1) creates more tension than traditional combat — simplicity is a design superpower.

Future Pivot

Refine the Stealth mechanic in Level 4 by adding environmental "footprints" (dust clouds) — giving Player B subtle clues to track an invisible opponent.

Designer's Note

This project taught me that information design is game design. Every rule I added was ultimately a decision about what each player gets to know — and how that knowledge gap creates emotional stakes. The most memorable moment in playtesting was watching Player B stare at five identical cubes, paralyzed, knowing they only had one guess left. That tension cost zero assets and zero code. It cost one rule.

More Projects

← Design Portfolio
Body-Worn Camera UI
UX/UI · Android · Public Safety · 3.2" Display
Games →
Hook Fight
2-Player competitive web game · Physics-based robot combat · GameSalad