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Hue Behind the Mask

Short Pitch

A first-person puzzler, with a mysterious, one-eyed mask. Work through a mysterious castle in space by cycling between coloured lenses to reveal hidden geometry and interactions.

Links

About the Project

My Roles

Level Designer & Programmer
(Systems, Gameplay, QA)

Team Size

7 People (2 Programmers)

Development Time

2 Months

Engine & Language

Unity Engine, C#

Platforms

Windows and Web

Long Desciption

In this first-person puzzler, the world exists in three overlapping realities. Each has its own rules.

By wearing a mysterious, one-eyed mask with its cycling red, green, or blue lens, the player reveals hidden geometry and interactions.

No lens shows the full world – puzzles are solved by switching perspectives and understanding how space changes based on what you choose to see.

Game Type

1st Person Exploration Puzzle Game

Project Context

Submission to Global Game Jam, 2026

Presented at 2026 Global Game Jam March Showcase

What I Did

My Roles:

  • Programmer

  • Level Designer

My Responsibilities

  • Development of core gameplay systems, puzzle features and mechanics

  • Creation and adjustments of level and puzzle design

  • QA Testing, reporting and bug fixing

Game Systems:

One of my largest contributions to the project was the big systems behind the gameplay. The most prominent system would be the colour-changing system. This receives an event from the player when the mask mode is changed and sends out events to all the objects which inherit from the same colour object base class. 

Another system I made is the music and audio system. This was especially unique because of the objects that would produce ambient sound effects that would sync with the base music.

Gameplay Features:

I also worked on several gameplay features in the project. A majority of these were the puzzle features such as the red, blue and green colour objects. Although there are only three colours, each colour has its own variants. One example is the green objects, which have different trigger conditions and effects, like activating other colour objects, resetting a puzzle or triggering a door to open.

Level Design:

​Another large contribution I made to the project was the level and puzzle design. Although this only started after the game jam, the game ended up with half of the puzzles being made by me. 

This usually started as wanting to add an extra puzzle to better introduce a player to a mechanic, or wanting to fill a space with something interactable.

Game Screenshots

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