



Game Overview
Where's the floor is a 2D puzzle game that revolves, quite literally, around the map's orientation and rotation. You play as Caelan, the of a lost scientist father. After his disappearance, you stumbled into a hidden part of his office and was forcefully warped into the simulation. Your objective is to find the exit at the end of the simulation and escape the simulation.
Learning Points
Rotation and Quaternion
When creating this game, I had thought that it would be an interesting concept to have a world that rotates around you, creating a unique play space that would require you to interact with the environment differently according to how its oriented.
When deciding if the player should be the one rotated or the world would be rotated, we settled with the world rotation. The worlds would be bite-sized levels and rotating them wouldn't be an issue, versus dealing with the non-uniform gravity tied in with an engine's default gravity vector.
Custom Engine
This game was developed on a custom engine, produced by my DigiPen course mates, to which the game was primarily worked on in the later months of the project's timeline.
Roles & Contributions
Unity Prototyping Lead
In the earlier phases of development, initial prototyping of the game was taken place in unity, experimenting between the rotation of the player compared to the rotation of the world and the other assets.
Design Lead
Overall, I took charge of the design direction and came up with the game idea, being approved and commented by the lecturers that it was a unique concept that isn't too frequently seen in other games.
Vice Product Manager
I took some time to ensure that the project's administrative work was properly kept up to date together with my Product Manager, since she was rather busy programming the demanding physics required in the custom engine.



