Ai2U

AI Escape Room

Overview

You wake up in a cute girl’s home who’s eager to keep you by her side! Engage with thematic stories, puzzles, and unique AI NPCs who’ll go to any lengths to protect you—even when it means contradicting themselves. Bask in meet-cutes or brace for chaos if you try to escape.

Check it out on Steam!

Gameplay

This first-of-its-kind escape room game features unpredictable characters with dialogue, items, and levels powered by AI. Along with interactive puzzles, you can use your words to outsmart your captors or negotiate your way out of their worlds. Explore the spaces where they keep you trapped, and discover the mysteries that lie in their strange abodes. Your choice of words and interactions with your surroundings result in unique gameplay every time you play.

My Responsibilities

ScriptableObject Communication Middleware: I architected a decoupled event bus utilizing Unity ScriptableObjects to serve as a communication layer between disparate gameplay systems. This middleware reduced direct dependencies between GameObjects, allowing designers to link complex behaviors directly in the Inspector without engineering intervention and significantly accelerating the iteration cycle.

Player State Machine: I implemented the primary functions for the player state machine to manage complex character behaviors and transitions.

Interaction Systems: I developed the interaction framework, ensuring a easily extendable expansion on more and more complex interaction in the latter development. 

Inventory System: I programed the inventory system that the individual items are collectable by the whole system, but also highly modifiable separately. It is designed for not only contributing to in-level usage, but also for managing translation, sending as rewards through mail, saving for long-term in the hub world (the main lobby), etc.

Extensible Level Architecture: I built modular level structures designed to maintain consistency across the project while remaining flexible enough to support unique, level-specific mechanics.

Level Minigames: I implemented multiple mini games across all three levels, modify and improve them based on the design needs.