03 / Project

Mechanic-first Unreal Engine puzzle system

Taiji and Life

Transforms Yin-Yang balance into playable rules through gravity inversion, split-and-recombine states, elemental interactions, and life-growth mechanics.

Context
Individual undergraduate project · 2024
My Role
Sole Game, System & Level Designer
Outcome
Six-level playable Unreal Engine prototype
Gameplay: gravity inversion, split states, spatial alignment, and recombination

01 / Overview

An abstract idea becomes a playable rule system.

Mechanic → System → Theme → World

The project began with a mechanic, not a cultural theme: one character could split into opposing states, recombine, and manipulate spatial relationships through gravity inversion. Yin-Yang became the foundation because it explained opposition, transformation, balance, and unity already present in the play.

02 / Core system

One player controls a changing state, not two characters.

Taiji can separate into Yin and Yang. Both states share the same player input, but their different properties create the puzzle. Recombination only succeeds when the two states are spatially aligned, so movement and gravity inversion become part of restoring balance.

Taiji / balanced
Split into Yin + Yang
Invert gravity and align
Recombine / restore balance

03 / Interaction rules

Balance changes what the world allows.

Taiji

Balanced state

Resists water and fire, supports life growth, and represents completion.

Yin

One extreme

Can be affected by water and can cause life to wither.

Yang

The opposing extreme

Can be affected by fire and can cause life to burn.

Yin-Yang fields introduce transformation, but transformation is not always the correct answer. The player must judge when a state change creates balance and when it destroys existing life.

04 / Progression

Six levels teach the system before testing it.

Level 1Language

Movement, gravity inversion, splitting, recombination, and exit logic.

Levels 2–3Contrast

Water and fire reveal why the balanced state matters.

Levels 4–6Judgment

Fields, transformation, and combined rules require system-level reasoning.

The original plan had five levels. Feedback showed that Yin-Yang fields caused a sudden difficulty spike, so the fourth level was divided. The final six-level progression separates teaching from application.

05 / Onboarding

The environment teaches without stopping play.

Cave-painting-style instructions communicate controls, state relationships, elemental interactions, and balance rules inside the world. These markings are not only decoration; they are an environmental onboarding system.

06 / Ownership

All design ownership, with a clear technical boundary.

I created the concept, gameplay systems, level design, visual direction, character concept, environment composition, and tutorial system. I learned Unreal Engine from the beginning while developing the project.

07 / Outcome

The strongest result is the system, not the surface.

The playable prototype demonstrates mechanic-first thinking, puzzle design, level progression, environmental onboarding, and the ability to learn a new technical tool in order to make an interaction real.

A planned ending in which balance restores a barren environment was not implemented because of time limits. It remains a future concept, not completed content.

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