Unity 3D Game Project




Experience a unique first-person adventure where you shrink to toy-size. Navigate complex emotions and face an impossible choice.




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THE STORY

A deep narrative journey through memory, time, and emotional growth

1

The Mysterious Awakening

You wake up in your childhood bedroom, but something is terribly wrong. The world around you is impossibly large. You've been shrunk to the size of an action figure. Your once-familiar room has become a vast, towering landscape. The toys you used to play with now stand as tall as buildings. You must navigate this giant world, climbing over pencils like logs and using building blocks as platforms.

2

Time Begins to Accelerate

Suddenly, the room starts to shift. Objects flicker and change. Your teddy bear vanishes, replaced by textbooks. Crayon drawings on the wall transform into band posters. You realize time is moving forward—fast. Each minute represents years passing. You watch your childhood dissolve before your eyes as the room ages from a kindergartener's paradise to a teenager's sanctuary. The emotional weight of watching your innocence fade hits hard.

3

The Fateful Night

Time suddenly stops. You recognize this moment instantly: this is the night your mother had the car accident. Outside, you can hear the car engine starting. You have been given an impossible power: the ability to change the past. But should you? The game presents you with a profound moral dilemma.

4

The Choice

You must decide: prevent the accident and alter the timeline, or accept the past that shaped who you are today. Each choice leads to different consequences. Preventing the accident might save your mother, but it would erase the person you've become: all the growth, lessons, and strength that came from that tragedy. The game explores themes of grief, acceptance, and the complexity of wanting to change painful memories.

Core Themes

Grief & Loss

Processing painful memories

Change & Growth

How we evolve over time

Moral Choices

The weight of decisions

HOW I BUILT IT

Deep dive into the technical mechanics and systems

Dynamic Collision System

Scale-Aware Physics

1

Box Colliders

Implemented custom box colliders that scale with player size. When shrunk, the player's collision bounds adjust to 1/20th normal size, allowing navigation through spaces like under furniture.

2

Layer-based Detection

Used Unity's layer system to separate "Normal Scale" and "Tiny Scale" collision layers. Objects react differently based on player size - a pencil becomes a climbable log when tiny.

3

Trigger Volumes

Created invisible trigger zones that activate time transitions. When player enters certain areas, the room begins aging. Used OnTriggerEnter() to detect player position and trigger environmental changes.

Raycast Interaction System

Object Detection & Interaction

1

Forward Raycasting

Implemented raycast from camera center to detect interactable objects. Ray distance scales with player size. Used Physics.Raycast() with layer masks to filter only interactable objects.

2

Climb Detection

Deployed downward and forward raycasts to detect climbable surfaces. Checks surface angle and distance to determine if player can climb. Returns surface normal for proper character orientation on slopes.

3

Ground Check

Continuous raycast from player feet to ground. Prevents floating and enables proper jump mechanics. Uses SphereCast for more reliable detection on uneven terrain like toy surfaces.

Scale Transformation Mechanics

Player Size System

1

Smooth Scaling

Character scale transitions from (1,1,1) to (0.05,0.05,0.05) over 3 seconds using animation curves. Camera FOV adjusts simultaneously from 60 to 75 degrees to enhance tiny perspective feeling.

2

Physics Adjustments

Gravity multiplier increases when tiny (gravity * 1.5) to make jumping feel weighty. Movement speed scales inversely - slower when tiny to maintain sense of scale. Jump force reduced by 70% when miniaturized.

3

Camera Adaptation

Depth of field increases when tiny (aperture f/2.8) to blur distant objects. Near clip plane adjusts from 0.3 to 0.01 to see close objects. Camera height offset changes based on scale.

Tools & Technologies

Engine
Unity 2022 LTS
Language
C#
Rendering
URP
Physics
Unity Physics
Video
Premier

GAMEPLAY DEMO

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