Collateral is a game developed in Unity during the third year of my Game Design program, as part of our annual team project. The assigned theme was "Trace", which we interpreted through gameplay mechanics focused on consequences, memory, and visible aftermath.
project developed in 2019
Collateral is a third-person action game developed in Unity as the annual team project during the third year of our Game Design program at ICAN. The assigned theme was “Trace”, which we explored by designing a game where enemy behavior evolves based on the player’s past actions.
The project originally began as a hunting simulation where the player would embody a predator in a natural environment, tracking prey through environmental clues. I initially served as the Lead Level Designer, responsible for the whitebox and full documentation. However, following a reboot in February 2020 and a reduction in team size, I transitioned into the role of Lead Developer.
The reimagined version became a combat arena game where the player controls a levitating entity capable of manipulating objects — including rocks, vegetation, and enemies themselves. With each round survived, enemies remember how the player previously fought:
This system forces the player to stay creative, adapting their strategy each round — making every action a lasting trace that shapes future encounters.
As the Level Designer, I: