Escape The Maze

Escape The Maze

Escape The Maze

Escape The Maze


Ted:


Ted:


Ted:


Ted:


Ted is the epitome of what it means to be a team player, embodying the Cubbyhouse Canteen’s core value of community spirit. Always seen with a basketball in hand or cheering from the sidelines, Ted’s enthusiasm for sports and camaraderie makes him a beloved figure in the park. His love for BMX biking and his favorite big bowls of pasta add depth to his character, making him relatable and endearing to children. In Escape the Maze, Ted brings his leadership qualities and infectious positive attitude to help guide Ollie through the maze.


Ted is the epitome of what it means to be a team player, embodying the Cubbyhouse Canteen’s core value of community spirit. Always seen with a basketball in hand or cheering from the sidelines, Ted’s enthusiasm for sports and camaraderie makes him a beloved figure in the park. His love for BMX biking and his favorite big bowls of pasta add depth to his character, making him relatable and endearing to children. In Escape the Maze, Ted brings his leadership qualities and infectious positive attitude to help guide Ollie through the maze.


Ted is the epitome of what it means to be a team player, embodying the Cubbyhouse Canteen’s core value of community spirit. Always seen with a basketball in hand or cheering from the sidelines, Ted’s enthusiasm for sports and camaraderie makes him a beloved figure in the park. His love for BMX biking and his favorite big bowls of pasta add depth to his character, making him relatable and endearing to children. In Escape the Maze, Ted brings his leadership qualities and infectious positive attitude to help guide Ollie through the maze.


Ted is the epitome of what it means to be a team player, embodying the Cubbyhouse Canteen’s core value of community spirit. Always seen with a basketball in hand or cheering from the sidelines, Ted’s enthusiasm for sports and camaraderie makes him a beloved figure in the park. His love for BMX biking and his favorite big bowls of pasta add depth to his character, making him relatable and endearing to children. In Escape the Maze, Ted brings his leadership qualities and infectious positive attitude to help guide Ollie through the maze.


Ted is the epitome of what it means to be a team player, embodying the Cubbyhouse Canteen’s core value of community spirit. Always seen with a basketball in hand or cheering from the sidelines, Ted’s enthusiasm for sports and camaraderie makes him a beloved figure in the park. His love for BMX biking and his favorite big bowls of pasta add depth to his character, making him relatable and endearing to children. In Escape the Maze, Ted brings his leadership qualities and infectious positive attitude to help guide Ollie through the maze.


Ted is the epitome of what it means to be a team player, embodying the Cubbyhouse Canteen’s core value of community spirit. Always seen with a basketball in hand or cheering from the sidelines, Ted’s enthusiasm for sports and camaraderie makes him a beloved figure in the park. His love for BMX biking and his favorite big bowls of pasta add depth to his character, making him relatable and endearing to children. In Escape the Maze, Ted brings his leadership qualities and infectious positive attitude to help guide Ollie through the maze.


Despite the challenges encountered during the development of Escape the Maze, I learned a lot, not only about the technical and design aspects in Unity but also skills involving collaboration with people, fundamental game design principles, and more. The issues with the BoxCast collision detection mechanics presented a unique opportunity to dive deep into the mechanics of game physics and optimization, particularly for browser-based environments.


Following is the feedback I receieved from CubbbyHouse Canteen once the work was delivered:


Despite the challenges encountered during the development of Escape the Maze, I learned a lot, not only about the technical and design aspects in Unity but also skills involving collaboration with people, fundamental game design principles, and more. The issues with the BoxCast collision detection mechanics presented a unique opportunity to dive deep into the mechanics of game physics and optimization, particularly for browser-based environments.


Following is the feedback I receieved from CubbbyHouse Canteen once the work was delivered:


Despite the challenges encountered during the development of Escape the Maze, I learned a lot, not only about the technical and design aspects in Unity but also skills involving collaboration with people, fundamental game design principles, and more. The issues with the BoxCast collision detection mechanics presented a unique opportunity to dive deep into the mechanics of game physics and optimization, particularly for browser-based environments.


Following is the feedback I receieved from CubbbyHouse Canteen once the work was delivered:


Despite the challenges encountered during the development of Escape the Maze, I learned a lot, not only about the technical and design aspects in Unity but also skills involving collaboration with people, fundamental game design principles, and more. The issues with the BoxCast collision detection mechanics presented a unique opportunity to dive deep into the mechanics of game physics and optimization, particularly for browser-based environments.


Following is the feedback I receieved from CubbbyHouse Canteen once the work was delivered:


Despite the challenges encountered during the development of Escape the Maze, I learned a lot, not only about the technical and design aspects in Unity but also skills involving collaboration with people, fundamental game design principles, and more. The issues with the BoxCast collision detection mechanics presented a unique opportunity to dive deep into the mechanics of game physics and optimization, particularly for browser-based environments.


Following is the feedback I receieved from CubbbyHouse Canteen once the work was delivered:


Despite the challenges encountered during the development of Escape the Maze, I learned a lot, not only about the technical and design aspects in Unity but also skills involving collaboration with people, fundamental game design principles, and more. The issues with the BoxCast collision detection mechanics presented a unique opportunity to dive deep into the mechanics of game physics and optimization, particularly for browser-based environments.


Following is the feedback I receieved from CubbbyHouse Canteen once the work was delivered:

I go by my Art Account name(Bubbles) on Fiverr

I go by 'Bubbles' on Fiverr

I go by my Art Account name(Bubbles) on Fiverr

I go by my Art Account name(Bubbles) on Fiverr

I go by my Art Account name(Bubbles) on Fiverr

I go by my Art Account name(Bubbles) on Fiverr

Ollie is a character of contrasts. Quiet and calm yet adventurous and daring, she is most often found scaling treetops or showing off her impressive skateboarding skills. As the reigning Queen of the school Chess Club, Ollie also brings a strategic mindset to the game, which complements the physical agility she displays. Her affinity for cheese toasties and the companionship of her Labrador puppy round out her character, making her relatable to children who see parts of themselves in her quiet strength and adventurous spirit. In the game, Ollie's quest to find her lost skateboard serves as the central narrative, pulling players into the adventure while showcasing her resilience and determination.


Ollie is a character of contrasts. Quiet and calm yet adventurous and daring, she is most often found scaling treetops or showing off her impressive skateboarding skills. As the reigning Queen of the school Chess Club, Ollie also brings a strategic mindset to the game, which complements the physical agility she displays. Her affinity for cheese toasties and the companionship of her Labrador puppy round out her character, making her relatable to children who see parts of themselves in her quiet strength and adventurous spirit. In the game, Ollie's quest to find her lost skateboard serves as the central narrative, pulling players into the adventure while showcasing her resilience and determination.


Ollie is a character of contrasts. Quiet and calm yet adventurous and daring, she is most often found scaling treetops or showing off her impressive skateboarding skills. As the reigning Queen of the school Chess Club, Ollie also brings a strategic mindset to the game, which complements the physical agility she displays. Her affinity for cheese toasties and the companionship of her Labrador puppy round out her character, making her relatable to children who see parts of themselves in her quiet strength and adventurous spirit. In the game, Ollie's quest to find her lost skateboard serves as the central narrative, pulling players into the adventure while showcasing her resilience and determination.


Ollie is a character of contrasts. Quiet and calm yet adventurous and daring, she is most often found scaling treetops or showing off her impressive skateboarding skills. As the reigning Queen of the school Chess Club, Ollie also brings a strategic mindset to the game, which complements the physical agility she displays. Her affinity for cheese toasties and the companionship of her Labrador puppy round out her character, making her relatable to children who see parts of themselves in her quiet strength and adventurous spirit. In the game, Ollie's quest to find her lost skateboard serves as the central narrative, pulling players into the adventure while showcasing her resilience and determination.


Ollie is a character of contrasts. Quiet and calm yet adventurous and daring, she is most often found scaling treetops or showing off her impressive skateboarding skills. As the reigning Queen of the school Chess Club, Ollie also brings a strategic mindset to the game, which complements the physical agility she displays. Her affinity for cheese toasties and the companionship of her Labrador puppy round out her character, making her relatable to children who see parts of themselves in her quiet strength and adventurous spirit. In the game, Ollie's quest to find her lost skateboard serves as the central narrative, pulling players into the adventure while showcasing her resilience and determination.


Ollie is a character of contrasts. Quiet and calm yet adventurous and daring, she is most often found scaling treetops or showing off her impressive skateboarding skills. As the reigning Queen of the school Chess Club, Ollie also brings a strategic mindset to the game, which complements the physical agility she displays. Her affinity for cheese toasties and the companionship of her Labrador puppy round out her character, making her relatable to children who see parts of themselves in her quiet strength and adventurous spirit. In the game, Ollie's quest to find her lost skateboard serves as the central narrative, pulling players into the adventure while showcasing her resilience and determination.



Ollie:


Ollie:


Ollie:


Ollie:

Featured Page

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Play on Cubbyhouse Canteen's Website

Play on Cubbyhouse Canteen's Website

Play on Cubbyhouse Canteen's Website

Play on Cubbyhouse Canteen's Website

Play on Cubbyhouse Canteen's Website

Escape the Maze is an engaging maze game designed for children, made during a freelance collaboration with the Cubbyhouse Canteen, a Melbourne-based café. Cubbyhouse Canteen features two mascot characters, Ted and Ollie, who are integral to the game Escape the Maze. Players control both Ted and Ollie by dragging them along paths within the maze. The game is designed to be intuitive for young users, with simple touch-and-drag mechanics.

Escape the Maze is an engaging maze game designed for children, made during a freelance collaboration with the Cubbyhouse Canteen, a Melbourne-based café. Cubbyhouse Canteen features two mascot characters, Ted and Ollie, who are integral to the game Escape the Maze. Players control both Ted and Ollie by dragging them along paths within the maze. The game is designed to be intuitive for young users, with simple touch-and-drag mechanics.

Escape the Maze is an engaging maze game designed for children, made during a freelance collaboration with the Cubbyhouse Canteen, a Melbourne-based café. Cubbyhouse Canteen features two mascot characters, Ted and Ollie, who are integral to the game Escape the Maze. Players control both Ted and Ollie by dragging them along paths within the maze. The game is designed to be intuitive for young users, with simple touch-and-drag mechanics.

Escape the Maze is an engaging maze game designed for children, made during a freelance collaboration with the Cubbyhouse Canteen, a Melbourne-based café. Cubbyhouse Canteen features two mascot characters, Ted and Ollie, who are integral to the game Escape the Maze. Players control both Ted and Ollie by dragging them along paths within the maze. The game is designed to be intuitive for young users, with simple touch-and-drag mechanics.

Escape the Maze is an engaging maze game designed for children, made during a freelance collaboration with the Cubbyhouse Canteen, a Melbourne-based café. Cubbyhouse Canteen features two mascot characters, Ted and Ollie, who are integral to the game Escape the Maze. Players control both Ted and Ollie by dragging them along paths within the maze. The game is designed to be intuitive for young users, with simple touch-and-drag mechanics.

Escape the Maze is an engaging maze game designed for children, made during a freelance collaboration with the Cubbyhouse Canteen, a Melbourne-based café. Cubbyhouse Canteen features two mascot characters, Ted and Ollie, who are integral to the game Escape the Maze. Players control both Ted and Ollie by dragging them along paths within the maze. The game is designed to be intuitive for young users, with simple touch-and-drag mechanics.

Technical Development and Art Design:

Technical Development and Art Design:

Technical Development and Art Design:

Technical Development and Art Design:

Technical Development and Art Design:

Ideation:


Escape the Maze began when Cubbyhouse Canteen approached me through Fiverr with the vision of creating a children's game for their website. Understanding the importance of aligning the game with their brand values of community, inclusion, and play, I initiated the project by conducting a thorough research of their brand. This involved reviewing their website, promotional materials, and the detailed character backstories of their mascots, Ted and Ollie.


To solidify our ideas, I presented multiple game concepts to the clients. Each concept was accompanied by basic sketches and storyboards that illustrated the gameplay mechanics and narrative structure. After several iterations and input from the client, we unanimously decided on a maze-based adventure game featuring their mascots, Ted and Ollie. The narrative we settled on involved Ollie losing her skateboard in a vast park, turning the search into an exciting maze challenge with Ted aiding in the quest.



Ideation:


Escape the Maze began when Cubbyhouse Canteen approached me through Fiverr with the vision of creating a children's game for their website. Understanding the importance of aligning the game with their brand values of community, inclusion, and play, I initiated the project by conducting a thorough research of their brand. This involved reviewing their website, promotional materials, and the detailed character backstories of their mascots, Ted and Ollie.


To solidify our ideas, I presented multiple game concepts to the clients. Each concept was accompanied by basic sketches and storyboards that illustrated the gameplay mechanics and narrative structure. After several iterations and input from the client, we unanimously decided on a maze-based adventure game featuring their mascots, Ted and Ollie. The narrative we settled on involved Ollie losing her skateboard in a vast park, turning the search into an exciting maze challenge with Ted aiding in the quest.



Ideation:


Escape the Maze began when Cubbyhouse Canteen approached me through Fiverr with the vision of creating a children's game for their website. Understanding the importance of aligning the game with their brand values of community, inclusion, and play, I initiated the project by conducting a thorough research of their brand. This involved reviewing their website, promotional materials, and the detailed character backstories of their mascots, Ted and Ollie.


To solidify our ideas, I presented multiple game concepts to the clients. Each concept was accompanied by basic sketches and storyboards that illustrated the gameplay mechanics and narrative structure. After several iterations and input from the client, we unanimously decided on a maze-based adventure game featuring their mascots, Ted and Ollie. The narrative we settled on involved Ollie losing her skateboard in a vast park, turning the search into an exciting maze challenge with Ted aiding in the quest.



Ideation:


Escape the Maze began when Cubbyhouse Canteen approached me through Fiverr with the vision of creating a children's game for their website. Understanding the importance of aligning the game with their brand values of community, inclusion, and play, I initiated the project by conducting a thorough research of their brand. This involved reviewing their website, promotional materials, and the detailed character backstories of their mascots, Ted and Ollie.


To solidify our ideas, I presented multiple game concepts to the clients. Each concept was accompanied by basic sketches and storyboards that illustrated the gameplay mechanics and narrative structure. After several iterations and input from the client, we unanimously decided on a maze-based adventure game featuring their mascots, Ted and Ollie. The narrative we settled on involved Ollie losing her skateboard in a vast park, turning the search into an exciting maze challenge with Ted aiding in the quest.



Ideation:


Escape the Maze began when Cubbyhouse Canteen approached me through Fiverr with the vision of creating a children's game for their website. Understanding the importance of aligning the game with their brand values of community, inclusion, and play, I initiated the project by conducting a thorough research of their brand. This involved reviewing their website, promotional materials, and the detailed character backstories of their mascots, Ted and Ollie.


To solidify our ideas, I presented multiple game concepts to the clients. Each concept was accompanied by basic sketches and storyboards that illustrated the gameplay mechanics and narrative structure. After several iterations and input from the client, we unanimously decided on a maze-based adventure game featuring their mascots, Ted and Ollie. The narrative we settled on involved Ollie losing her skateboard in a vast park, turning the search into an exciting maze challenge with Ted aiding in the quest.



Prototyping:


The prototyping stage of Escape the Maze began with the development of a basic playable version to test core functionalities using Unity Engine, such as the drag mechanics which are integral to the game's interaction model. Initially, I used placeholder graphics to focus on the functionality, ensuring that the dragging experience was intuitive and responsive for young players. This early version allowed me to refine the game mechanics without the distractions of finalized art and character models.


Regular builds were provided to the clients to ensure that the game met their expectations and to incorporate their feedback early in the development process. This iterative approach helped refine gameplay, enhance features, and ensure the game aligned perfectly with the client's ideas.


Prototyping:


The prototyping stage of Escape the Maze began with the development of a basic playable version to test core functionalities using Unity Engine, such as the drag mechanics which are integral to the game's interaction model. Initially, I used placeholder graphics to focus on the functionality, ensuring that the dragging experience was intuitive and responsive for young players. This early version allowed me to refine the game mechanics without the distractions of finalized art and character models.


Regular builds were provided to the clients to ensure that the game met their expectations and to incorporate their feedback early in the development process. This iterative approach helped refine gameplay, enhance features, and ensure the game aligned perfectly with the client's ideas.


Prototyping:


The prototyping stage of Escape the Maze began with the development of a basic playable version to test core functionalities using Unity Engine, such as the drag mechanics which are integral to the game's interaction model. Initially, I used placeholder graphics to focus on the functionality, ensuring that the dragging experience was intuitive and responsive for young players. This early version allowed me to refine the game mechanics without the distractions of finalized art and character models.


Regular builds were provided to the clients to ensure that the game met their expectations and to incorporate their feedback early in the development process. This iterative approach helped refine gameplay, enhance features, and ensure the game aligned perfectly with the client's ideas.


Prototyping:


The prototyping stage of Escape the Maze began with the development of a basic playable version to test core functionalities using Unity Engine, such as the drag mechanics which are integral to the game's interaction model. Initially, I used placeholder graphics to focus on the functionality, ensuring that the dragging experience was intuitive and responsive for young players. This early version allowed me to refine the game mechanics without the distractions of finalized art and character models.


Regular builds were provided to the clients to ensure that the game met their expectations and to incorporate their feedback early in the development process. This iterative approach helped refine gameplay, enhance features, and ensure the game aligned perfectly with the client's ideas.


Prototyping:


The prototyping stage of Escape the Maze began with the development of a basic playable version to test core functionalities using Unity Engine, such as the drag mechanics which are integral to the game's interaction model. Initially, I used placeholder graphics to focus on the functionality, ensuring that the dragging experience was intuitive and responsive for young players. This early version allowed me to refine the game mechanics without the distractions of finalized art and character models.


Regular builds were provided to the clients to ensure that the game met their expectations and to incorporate their feedback early in the development process. This iterative approach helped refine gameplay, enhance features, and ensure the game aligned perfectly with the client's ideas.


Prototyping:


The prototyping stage of Escape the Maze began with the development of a basic playable version to test core functionalities using Unity Engine, such as the drag mechanics which are integral to the game's interaction model. Initially, I used placeholder graphics to focus on the functionality, ensuring that the dragging experience was intuitive and responsive for young players. This early version allowed me to refine the game mechanics without the distractions of finalized art and character models.


Regular builds were provided to the clients to ensure that the game met their expectations and to incorporate their feedback early in the development process. This iterative approach helped refine gameplay, enhance features, and ensure the game aligned perfectly with the client's ideas.


Once the prototype was confirmed, I moved to integrating more sophisticated gameplay elements and Illustrating art for the game. Work further included managing game states, transitioning between scenes with smooth fading effects, and handling the interactions with game objects.

The central mechanic employed in the game is the BoxCast method. This ensures that the characters, do not accidentally pass through the walls of the maze during dragging, which is a common problem for drag and drop games in Unity.

During the drag operation, when a player moves their mouse, the BoxCast checks the intended new position. If there’s a clear path, the character moves freely to that point. If there's an obstacle, the movement is halted at a safe distance, as calculated by the BoxCast. This check is performed continuously as long as the input button is held down.

The input system calculates the cursor’s position and transforms it into the game world coordinates, which then dictate the target position for the characters.

Once the prototype was confirmed, I moved to integrating more sophisticated gameplay elements and Illustrating art for the game. Work further included managing game states, transitioning between scenes with smooth fading effects, and handling the interactions with game objects.

The central mechanic employed in the game is the BoxCast method. This ensures that the characters, do not accidentally pass through the walls of the maze during dragging, which is a common problem for drag and drop games in Unity.

During the drag operation, when a player moves their mouse, the BoxCast checks the intended new position. If there’s a clear path, the character moves freely to that point. If there's an obstacle, the movement is halted at a safe distance, as calculated by the BoxCast. This check is performed continuously as long as the input button is held down.

The input system calculates the cursor’s position and transforms it into the game world coordinates, which then dictate the target position for the characters.

Once the prototype was confirmed, I moved to integrating more sophisticated gameplay elements and Illustrating art for the game. Work further included managing game states, transitioning between scenes with smooth fading effects, and handling the interactions with game objects.

The central mechanic employed in the game is the BoxCast method. This ensures that the characters, do not accidentally pass through the walls of the maze during dragging, which is a common problem for drag and drop games in Unity.

During the drag operation, when a player moves their mouse, the BoxCast checks the intended new position. If there’s a clear path, the character moves freely to that point. If there's an obstacle, the movement is halted at a safe distance, as calculated by the BoxCast. This check is performed continuously as long as the input button is held down.

The input system calculates the cursor’s position and transforms it into the game world coordinates, which then dictate the target position for the characters.

Once the prototype was confirmed, I moved to integrating more sophisticated gameplay elements and Illustrating art for the game. Work further included managing game states, transitioning between scenes with smooth fading effects, and handling the interactions with game objects.

The central mechanic employed in the game is the BoxCast method. This ensures that the characters, do not accidentally pass through the walls of the maze during dragging, which is a common problem for drag and drop games in Unity.

During the drag operation, when a player moves their mouse, the BoxCast checks the intended new position. If there’s a clear path, the character moves freely to that point. If there's an obstacle, the movement is halted at a safe distance, as calculated by the BoxCast. This check is performed continuously as long as the input button is held down.

The input system calculates the cursor’s position and transforms it into the game world coordinates, which then dictate the target position for the characters.

Once the prototype was confirmed, I moved to integrating more sophisticated gameplay elements and Illustrating art for the game. Work further included managing game states, transitioning between scenes with smooth fading effects, and handling the interactions with game objects.

The central mechanic employed in the game is the BoxCast method. This ensures that the characters, do not accidentally pass through the walls of the maze during dragging, which is a common problem for drag and drop games in Unity.

During the drag operation, when a player moves their mouse, the BoxCast checks the intended new position. If there’s a clear path, the character moves freely to that point. If there's an obstacle, the movement is halted at a safe distance, as calculated by the BoxCast. This check is performed continuously as long as the input button is held down.

The input system calculates the cursor’s position and transforms it into the game world coordinates, which then dictate the target position for the characters.

Once the prototype was confirmed, I moved to integrating more sophisticated gameplay elements and Illustrating art for the game. Work further included managing game states, transitioning between scenes with smooth fading effects, and handling the interactions with game objects.

The central mechanic employed in the game is the BoxCast method. This ensures that the characters, do not accidentally pass through the walls of the maze during dragging, which is a common problem for drag and drop games in Unity.

During the drag operation, when a player moves their mouse, the BoxCast checks the intended new position. If there’s a clear path, the character moves freely to that point. If there's an obstacle, the movement is halted at a safe distance, as calculated by the BoxCast. This check is performed continuously as long as the input button is held down.

The input system calculates the cursor’s position and transforms it into the game world coordinates, which then dictate the target position for the characters.

The primary fault observed in the game occurs when Ted and Ollie collide repeatedly with obstacles. In these instances, the characters can become stuck, not responding smoothly to player inputs. This glitch is particularly pronounced in the WebGL version of the game..


This sticking issue arises mainly due to the high frequency of collision checks performed by the BoxCast method. Each frame, the game calculates potential collisions along the path of movement. When the player continuously drags the character into a wall or obstacle, the game must continuously calculate and recalibrate the movement based on collision feedback. In a high-performance environment like a native application, this process is usually smooth. However, in the WebGL build, which runs within the constraints of a browser's processing capabilities and JavaScript execution speeds, these calculations can become a bottleneck.


The primary fault observed in the game occurs when Ted and Ollie collide repeatedly with obstacles. In these instances, the characters can become stuck, not responding smoothly to player inputs. This glitch is particularly pronounced in the WebGL version of the game..


This sticking issue arises mainly due to the high frequency of collision checks performed by the BoxCast method. Each frame, the game calculates potential collisions along the path of movement. When the player continuously drags the character into a wall or obstacle, the game must continuously calculate and recalibrate the movement based on collision feedback. In a high-performance environment like a native application, this process is usually smooth. However, in the WebGL build, which runs within the constraints of a browser's processing capabilities and JavaScript execution speeds, these calculations can become a bottleneck.


The primary fault observed in the game occurs when Ted and Ollie collide repeatedly with obstacles. In these instances, the characters can become stuck, not responding smoothly to player inputs. This glitch is particularly pronounced in the WebGL version of the game..


This sticking issue arises mainly due to the high frequency of collision checks performed by the BoxCast method. Each frame, the game calculates potential collisions along the path of movement. When the player continuously drags the character into a wall or obstacle, the game must continuously calculate and recalibrate the movement based on collision feedback. In a high-performance environment like a native application, this process is usually smooth. However, in the WebGL build, which runs within the constraints of a browser's processing capabilities and JavaScript execution speeds, these calculations can become a bottleneck.


The primary fault observed in the game occurs when Ted and Ollie collide repeatedly with obstacles. In these instances, the characters can become stuck, not responding smoothly to player inputs. This glitch is particularly pronounced in the WebGL version of the game..


This sticking issue arises mainly due to the high frequency of collision checks performed by the BoxCast method. Each frame, the game calculates potential collisions along the path of movement. When the player continuously drags the character into a wall or obstacle, the game must continuously calculate and recalibrate the movement based on collision feedback. In a high-performance environment like a native application, this process is usually smooth. However, in the WebGL build, which runs within the constraints of a browser's processing capabilities and JavaScript execution speeds, these calculations can become a bottleneck.


The primary fault observed in the game occurs when Ted and Ollie collide repeatedly with obstacles. In these instances, the characters can become stuck, not responding smoothly to player inputs. This glitch is particularly pronounced in the WebGL version of the game..


This sticking issue arises mainly due to the high frequency of collision checks performed by the BoxCast method. Each frame, the game calculates potential collisions along the path of movement. When the player continuously drags the character into a wall or obstacle, the game must continuously calculate and recalibrate the movement based on collision feedback. In a high-performance environment like a native application, this process is usually smooth. However, in the WebGL build, which runs within the constraints of a browser's processing capabilities and JavaScript execution speeds, these calculations can become a bottleneck.



The primary fault observed in the game occurs when Ted and Ollie collide repeatedly with obstacles. In these instances, the characters can become stuck, not responding smoothly to player inputs. This glitch is particularly pronounced in the WebGL version of the game..


This sticking issue arises mainly due to the high frequency of collision checks performed by the BoxCast method. Each frame, the game calculates potential collisions along the path of movement. When the player continuously drags the character into a wall or obstacle, the game must continuously calculate and recalibrate the movement based on collision feedback. In a high-performance environment like a native application, this process is usually smooth. However, in the WebGL build, which runs within the constraints of a browser's processing capabilities and JavaScript execution speeds, these calculations can become a bottleneck.


Reversed Controls

Client's Background:


Cubbyhouse Canteen, founded by the sister-duo Bec and Narelle Thompson, is a beloved Melbourne institution that has been fostering community through its parkside café since 2010. With a philosophy rooted in community, kindness, and connection, Cubbyhouse Canteen has now expanded its reach beyond the café, touching hearts with its animated characters and a range of delightful snacks.

The brand is driven by a commitment to creating a positive social impact, inspiring little ones to act big - all through the joy of shared meals and playful adventures.

This game was developed in close collaboration with Cubbyhouse Canteen to mirror these core values. It serves as an interactive extension of the brand, designed to engage young minds in problem-solving and cooperative play, reinforcing the message of teamwork and adventure that is central to the Cubbyhouse ethos.

Client's Background:

Cubbyhouse Canteen, founded by the sister-duo Bec and Narelle Thompson, is a beloved Melbourne institution that has been fostering community through its parkside café since 2010. With a philosophy rooted in community, kindness, and connection, Cubbyhouse Canteen has now expanded its reach beyond the café, touching hearts with its animated characters and a range of delightful snacks.

The brand is driven by a commitment to creating a positive social impact, inspiring little ones to act big - all through the joy of shared meals and playful adventures.

This game was developed in close collaboration with Cubbyhouse Canteen to mirror these core values. It serves as an interactive extension of the brand, designed to engage young minds in problem-solving and cooperative play, reinforcing the message of teamwork and adventure that is central to the Cubbyhouse ethos.

Client's Background:

Cubbyhouse Canteen, founded by the sister-duo Bec and Narelle Thompson, is a beloved Melbourne institution that has been fostering community through its parkside café since 2010. With a philosophy rooted in community, kindness, and connection, Cubbyhouse Canteen has now expanded its reach beyond the café, touching hearts with its animated characters and a range of delightful snacks.

The brand is driven by a commitment to creating a positive social impact, inspiring little ones to act big - all through the joy of shared meals and playful adventures.

This game was developed in close collaboration with Cubbyhouse Canteen to mirror these core values. It serves as an interactive extension of the brand, designed to engage young minds in problem-solving and cooperative play, reinforcing the message of teamwork and adventure that is central to the Cubbyhouse ethos.

Client's Background:

Cubbyhouse Canteen, founded by the sister-duo Bec and Narelle Thompson, is a beloved Melbourne institution that has been fostering community through its parkside café since 2010. With a philosophy rooted in community, kindness, and connection, Cubbyhouse Canteen has now expanded its reach beyond the café, touching hearts with its animated characters and a range of delightful snacks.

The brand is driven by a commitment to creating a positive social impact, inspiring little ones to act big - all through the joy of shared meals and playful adventures.

This game was developed in close collaboration with Cubbyhouse Canteen to mirror these core values. It serves as an interactive extension of the brand, designed to engage young minds in problem-solving and cooperative play, reinforcing the message of teamwork and adventure that is central to the Cubbyhouse ethos.

Client's Background:

Cubbyhouse Canteen, founded by the sister-duo Bec and Narelle Thompson, is a beloved Melbourne institution that has been fostering community through its parkside café since 2010. With a philosophy rooted in community, kindness, and connection, Cubbyhouse Canteen has now expanded its reach beyond the café, touching hearts with its animated characters and a range of delightful snacks.

The brand is driven by a commitment to creating a positive social impact, inspiring little ones to act big - all through the joy of shared meals and playful adventures.

This game was developed in close collaboration with Cubbyhouse Canteen to mirror these core values. It serves as an interactive extension of the brand, designed to engage young minds in problem-solving and cooperative play, reinforcing the message of teamwork and adventure that is central to the Cubbyhouse ethos.

Client's Background:


Cubbyhouse Canteen, founded by the sister-duo Bec and Narelle Thompson, is a beloved Melbourne institution that has been fostering community through its parkside café since 2010. With a philosophy rooted in community, kindness, and connection, Cubbyhouse Canteen has now expanded its reach beyond the café, touching hearts with its animated characters and a range of delightful snacks.

The brand is driven by a commitment to creating a positive social impact, inspiring little ones to act big - all through the joy of shared meals and playful adventures.

This game was developed in close collaboration with Cubbyhouse Canteen to mirror these core values. It serves as an interactive extension of the brand, designed to engage young minds in problem-solving and cooperative play, reinforcing the message of teamwork and adventure that is central to the Cubbyhouse ethos.

Character Profiles:

Character Profiles:

Character Profiles:

Character Profiles:

Character Profiles:

Design and Dev Process:

Design and Dev Process:

Design and Dev Process:

Design and Dev Process:

Design and Dev Process:

Challenges and Limitations:


Challenges and Limitations:


Challenges and Limitations:


Challenges and Limitations:


Challenges and Limitations:


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