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Game Developer
Technical Designer

Maxwell McIlwain

New York, NY

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Oct 25' - Nov 25'

Hazy Nights

Made in Unity
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Summary

Hazy Nights is an interactive fiction narrative-based proof-of-concept game with a twist of horror. 4 other people and I worked on it for a class from October ‘25 to November ‘25. In the game, you play as Castor, who finds himself in a bar that's holding a singles mixer. You attempt to flirt with one of the bar patrons, using ‘liquid courage’ to aid you in saying the right things. As you progress through the night, Castor's past creeps up on him, and the real reason for his being at the bar is revealed.

This game spawned from a mechanic that a classmate had prototyped, and our team was tasked with iterating upon the original idea into a further developed proof-of-concept.

My Roles on this Project


Game Design

  • Worked with my team to take the original mechanic that focused on taking a shot to progress the conversation, and iterated upon it by using the action of taking a shot to unlock better dialogue choices.

  • Storyboarded and created a game experience that makes the player discover the truth about Castor through subtle gameplay elements


Programmer

  • Did the main programming for the game, including UI, mechanics, JSON saving/loading, and story progression logic.

  • Integrated Ink into Unity for our dialogue system and tied it together with our own mechanics


Producer

  • Held the vision and guided group members to match the idea we collaborated on.

  • Delegated roles and responsibilities for the course of the project.

  • Ran team meetings and made the final decisions when we needed to pivot ideas.

  • Presented each week's progress to our class via presentations and prototype showcases.

  • Emphasized transparency and communication among team members, and managed sprints during the production.


Narrative Designer

  • Wrote and edited intriguing dialogue scripts that subtly revealed more about Castor’s past.

  • Planned out the three main scenes that separated the game into parts, each with their own tone.


Audio Designer

  • Integrated FMOD into Unity to add adaptive background audio that changes depending on the player's drunk level.

  • Added and edited sound effects that are synchronized with the dialogue.

  • Used audio to enhance the storytelling and give more context to the player.

 

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