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Hi, I’m Aurora

Game Development Student, Nerd

I’m a Game Development student in Sydney, studying for my second year at UTS.

Languages

Python
Rust
C#
Java
HTML
CSS
JavaScript
TypeScript
Ruby
SQL

Technologies

Git
Godot
Unity
Rails

Stuff It, We Snowball! (Full Release)

Stuff It, We Snowball! is my first wide-release game! Download it here. It evolved out of my game for the UTS Tech Fest and Riot Games game jam. Read more about developing the game jam version here.

Technologies Used

Godot
Python
Git
XCode
Android Studio

Lessons

  • A Good Trello Board Goes A Long Way. This is something which was drilled into me during the development of Overshadowed (and the Game Design Methodologies course at Uni). However, I’ve never worked on a game with a release plan like this. I found planning what exactly would be in the initial release, and what would come in future updates, to be immensely useful in maintaining the scope.
  • Big Ships Require Greater Precision. Something I’ve been learning for months, as I’ve worked on bigger projects, such as ozfortress’ [Citadel][https://github.com/ozfortress/Citadel], is that the degree of precision and quality control required for larger projects is substantially higher than for the smaller scope games I’m used to. The cost of changing a tiny bug large once you’ve committed it, and it’s gone through CI. This was more true for this project. Having a day-plus-long delay with App Store Connect after every submission meant I needed to be far more confident in my game before shipping anything — even a test version.
  • If You Estimate Enough Time, You Can Actually Finish On Schedule. I think this was the first project for which my estimated time almost exactly lined up with the actual time (my ingenious strategy was to take how long it “should” take, and quadruple it). Having a generous timeline was extremely helpful for not getting stressed when dealing with things taking longer than they had any right to (App Store Connect, I’m looking at you!).

That said, honestly, this project went remarkably smoothly. I’m truly proud of the game, and excited to continue to expand on it in the coming months. Turns out there might be something to this “planning” thing after all…

All em dashes in this post were ethically sourced. No LLMs were used in the creation of these, nor any other punctuation marks.

Stuff It, We Snowball! Releases on the App Store

Today, I released my first wide-release game, Stuff It, We Snowball! on the App Store (and coming soon™ to the Play Store). It’s free, and has no ads!

❄️ Download it here

Stuff It, We Snowball! was initially developed for the UTS Tech Fest and Riot Games game jam, where it won the award for Most Intuitive Game. Read more about developing the game jam version here.

Over the past month, I’ve developed it into a fully fledged mobile game! It’s simple, intuitive, and great for picking up and playing in dead time — on trains, on the toilet, etc.

Read more about the development of the full release version here

All em dashes in this post were ethically sourced. No LLMs were used in the creation of these, nor any other punctuation marks.

Overshadowed Wins Best GDM Game

I’m extremely honoured to announce that Overshadowed won the award for Best Game in the Game Design Methodologies subject at the UTS Tech Fest Games Showcase.

Overshadowed is a puzzle game about a cat who has split from it’s shadow. The cats are controlled simultaneously, with the same set of controls, but they interact with mechanics differently — for example, the shadow cat can walk through glass, but it disappears when a light shines on it.

The highlights of the night, for me, were discussing the inner workings of Overshadowed. Of note, one child who spent around 40 minutes beating the game, and found more bugs than all other players did over the course of night (I suspect he has a bright future as a QA tester).

A particular highlight was meeting Naresh Hirani, on whom I unloaded a truly vast amount of information with great enthusiasm (a photo of which exists; it looks like I was about wallop the him).

Aurora emoting over-exitedly at Naresh Hirani Aurora Esmeralda, Alexander Maturan, Naresh Hirani, posing in front of the Overshadowed booth

I must give thanks to Riot Games for their (in my utterly unbiased opinion) excellent judging, and MSI Australia for their vast stash of gaming mice, two of which were bestowed upon me as a prize.

I have learned a lot through developing this project. A non-exhaustive list of these lessons are:

  • Puzzle Design. This wasn’t a discipline I had particularly experimented with before. There are many things I learned from this — some of which I will discuss in later points — but an aspect which I struggled to accept was that I had to stop trying to show off to players. I’m writing particularly about the final puzzle of Level 3, which makes clever use of the glass mechanic, elevation, and blocks disrupting light flow. While these are all conceptually interesting ideas, users were consistently confused, and really struggled with this puzzle. What I should have done is rework it from the concept up, but I was so pleased with it that I just kept tweaking it, and ultimately, users never really got it.
  • Art Style. Effectively all of the (3D) art assets in this game are store-bought. I am very proud of the way we integrated them together, to form a cohesive and relatively unique visual identity. Ultimately, this was guided by the artistic vision we had — calm, minimal, similar to Monument Valley. This effect is achieved by two main things: shaders, and lighting. We performed colour-space quantisation on the full frame, which reduced the number of colours and helped create the minimal effect. The sky shader with stars both highlighted the minimalism of the level design, and provided a visual bridge between the hand-drawn style of the trailer, and the minimal 3D style of the game.
  • User Testing. This is by far the most important learning of this project. User testing is incredibly vital and there is no amount that is “too much”. There are countless things we changed as a result of user testing, the most important of which was the control scheme. Overshadowed is an isometric game, so choosing a control scheme presented a challenge. In testing, users chose screen-space coordinate controls and world-space coordinate controls at an approximately 50/50 rate. Ultimately, I created a system to automatically assign a control scheme to users based on their first second of inputs (unfortunately, by the time I had implemented it, I had run out of time to user test). It was a mixed success — it certainly helped some users, while choosing the wrong control scheme for others. Realistically, I think a better solution would be to explicitly prompt the user, but I (once again) got distracted trying to be clever, at the cost of the game. This project truly drummed the importance of user testing in my head, a mindset I have taken forward into my other projects.

To play or read more about Overshadowed, go to auroraechoes.dev/posts/overshadowed.

Aurora Esmeralda and Alexander Maturan standing in front of the judges on showcase night Aurora Esmeralda and Alexander Maturan playing Overshadowed at the Overshadowed booth Group photo of game development students on awards night

All em dashes in this post were ethically sourced. No LLMs were used in the creation of these, nor any other punctuation marks.

Site Launch

I’m pleased to release my portfolio website, auroraechoes.dev. It’s still a little rough around the edges, but over the coming days, I will add more of my games, and generally improve it.

Overshadowed

I created Overshadowed (along with Harlen Postill, Alexander Maturan and Gordon Huang) for a Game Design course at university. I was primarily responsible for gameplay programming, as well as designing Level 3.

Overshadowed was featured at the UTS Student Games Showcase and won Best Game from Game Design Methodologies.

Technologies Used

Unity
C#

Lessons

  • Puzzle Design. This wasn’t a discipline I had particularly experimented with before. There are countless things I learned from this — some of which I will discuss in later points — but an aspect which I struggled to accept was that I had to stop trying to show off to players. I’m writing particularly about the final puzzle of Level 3, which makes clever use of the glass mechanic, elevation, and blocks disrupting light flow. While these are all conceptually interesting ideas, users were consistently confused, and really struggled with this puzzle. What I should have done is rework it from the concept up, but I was so pleased with it that I just kept tweaking it, and ultimately, users never really got it.
  • Art Style. Effectively all of the (3D) art assets in this game are store-bought. I am very proud of the way we integrated them together, to form a cohesive and relatively unique visual identity. Ultimately, this was guided by the artistic vision we had — calm, minimal, similar to Monument Valley. This effect is achieved by two main things: shaders, and lighting. We performed colour-space quantisation on the full frame, which reduced the number of colours and helped create the minimal effect. The sky shader with stars both highlighted the minimalism of the level design, and provided a visual bridge between the hand-drawn style of the trailer, and the minimal 3D style of the game.
  • User Testing. This is by far the most important learning of this project. User testing is incredibly vital and there is no amount that is “too much”. There are countless things we changed as a result of user testing, the most important of which was the control scheme. Overshadowed is an isometric game, so choosing a control scheme presented a challenge. In testing, users chose screen-space coordinate controls and world-space coordinate controls at an approximately 50/50 rate. Ultimately, I created a system to automatically assign a control scheme to users based on their first second of inputs (unfortunately, by the time I had implemented it, I had run out of time to user test). It was a mixed success — it certainly helped some users, while choosing the wrong control scheme for others. Realistically, I think a better solution would be to explicitly prompt the user, but I (once again) got distracted trying to be clever, at the cost of the game. This project truly drummed the importance of user testing in my head, a mindset I have taken forward into my other projects.

All em dashes in this post were ethically sourced. No LLMs were used in the creation of these, nor any other punctuation marks.

Stuff It We Snowball (Game Jam Version)

Stuff It, We Snowball was made in 28 hours for the 2025 Tech Fest / Riot Games Game Jam, in which it won the theme for “most intuitive game”. The theme for the jam was “enlarge”.

It was such a success that I am currently developing it as a mobile game for iOS and Android.

Technologies Used

Godot
Python
Git

Lessons

  • Physics Isn’t The Enemy (With Much Tweaking). I’ve previously had painful experiences with game engine physics (which, who hasn’t?), so I was relatively worried about making Snowball feel good — bearing in mind that the physics is the core mechanic, so if it wasn’t fun, the game wouldn’t work. I’m ultimately extremely proud of how Snowball feels to play, which is as a result of a vast number of tiny physics tweaks (which I am only barely restraining myself from discussing in detail). Of the 28 hour jam, easily 2 or 3 hours in total were spent just rolling down the hill and tweaking values. User testing with my long-suffering family was extremely helpful in this regard, too.
  • Perspective Is Everything. A problem I ran into while developing Snowball was that it didn’t feel like you were rolling down a hill. Even when the slope was pointed downwards so steeply that all that one could see of the skybox was the brown ground colour, the game didn’t feel downhill — it felt as though the ball was moving across a flat plane, propelled forward by some unknown force. The solution to this was provided by Luke Ledwich of Riot Games, who diagnosed the problem as a lack of vertical references. Game obstacles, at the time, were perpendicular to the slope, as opposed to being directly vertical. Changing this made a world of difference to the game feel, and taught me that — much like other forms of game design — simply being physically accurate is rarely an objective to strive for; rather, I needed to explicitly demonstrate aspects of my world that I want players to notice.
  • Simpler and Polished is Better. This is a lesson I first began to learn with The Hacking Minigame, however I think I applied it here to great success. Having a simple game which was quick to implement left me free with plenty of time to polish — particularly, the aforementioned physics tweaking (along with other related values) was, to my mind, crucial to Snowball.
  • Sleep Isn’t Actually That Important. Exhaustion is temporary. Winning is forever.

All em dashes in this post were ethically sourced. No LLMs were used in the creation of these, nor any other punctuation marks.

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