Fox-Fire Heist

Jun 1, 2024 min read

About the Project

Fox Fire Heist is a 3D physics-based puzzle game developed in Unity over two months of university coursework. Inspired by the Chinese folktale “Fox-Fire” as per the brief of the coursework. the game reimagines the story as a steampunk heist aboard an airship, where the player must steal a magical energy source nicknamed “Fox-Fire”.

The project emphasizes:

  • Seamless puzzle integration: Environmental interactions are designed to feel like a natural extension of the world, rather than separate puzzle sections, all based on a few simple core mechanics.
  • Systemic, extendable mechanics: Physics-based object manipulation, steam routing, and destructible elements.
  • Solo development: Responsible for all game systems, level design, 3D modeling (Blender), scripting (C#), animation, and lighting.

Visuals draw from steampunk aesthetics blended with subtle Chinese motifs to mirror the folktale origins. All of the 3D models except for several pieces of furniture were created by me in Blender. The textures have been mainly sourced from 3rd party websites, but I also created some of them myself.

The project scripts can be previewed here: Fox-Fire Heist Scripts on GitHub

Gameplay GIFs

Elevator
Elevator
Valve
Valve
Pipe
Pipe
Shelf
Shelf
Furnace
Furnace

Pictured above are several examples of the previously mentioned mechanics. I took extra care into ensuring that every player action has suitable feedback and introduced a variety of environmental cues to guide the player through the puzzles.

Gameplay Mechanics

MechanicDescription
Physics-Based InteractionManipulate environmental props like levers and valves using Unity’s physics system.
Destructible ObjectsObjects respond dynamically to impact or player actions, using custom damage logic.
Steam Pipe SystemSimulation of steam flow through interconnected pipes with player feedback, integrated into puzzles.

Development Contributions

AreaResponsibilities
Game DesignDesigned gameplay systems and puzzles to reflect narrative and mechanical goals.
Level DesignBuilt three distinct areas: Cargo Bay (tutorial), Lobby (main), and Engine Room (climax) with seamless puzzles in mind
ScriptingArchitected and implemented all custom interactions and gameplay mechanics in C#.
3D ModelingCreated all environmental models using Blender, with only minor use of third-party assets.
AnimationDeveloped object and environmental animations to reinforce puzzle feedback.
LightingDesigned lighting scenarios that enhance narrative tone and puzzle readability.
TexturingApplied a mix of custom and third-party textures across assets.

Levels

Cargo Bay
Cargo Bay
Lobby
Lobby
Engine Room
Engine Room

The game consists of three main areas, each with their own set of puzzles and mechanics. The cargo bay, which server as the starting area and tutorial, the lobby, which is the main area of the game, and the engine room, which serves as the final area.

Level Design

Before modelling the levels I carefully planned the layout and puzzles involved. Below is a sample - the diagram illustrating the layout plan for the Lobby area, the most complex level in the game.

Fox Fire Level Design

Gameplay Video

Below is a full walkthrough of the game without commentary.