§ Selected work — Brackey's 2024 Jam, 7 days

Headless
Hotel.

Wake up in a hotel of horrors. One job: get out alive. Find the key, find the exit, and don't look back. Made in 7 days for Brackey's 2024 Game Jam.

Headless Hotel title
Vital signs

Status — Released
Type — Game Jam
Duration — 1 week
Stack — Unity (C#), GitHub
Role — Engineer, designer, artist

Headless Hotel gameplay
§ 01

Built in seven days.

Items & inventory

Pick up, store, and use the things you find. The inventory ties directly into the puzzle layer — every item is potentially the key to the next door.

Inventory system
Crafting

Combine items into something stronger. Crafting rewards exploration — the recipes themselves are scattered through the level, so progress and discovery feed each other.

Crafting system
UI & scene management

A UI management layer that orchestrates every screen in the game, plus the menus and scene transitions that hold the experience together. The framework had to be small enough to ship in a week and clean enough to not embarrass me later.

Post-processing

Bloom, color grading, and ambient occlusion through Unity's Post-Processing Stack to push the atmosphere closer to where it needed to be — closer to dread, further from default.

Player

Designed and animated the player character. Tuned the controller and the surrounding physics so movement reads as responsive but afraid — a small detail that flavors the entire game.