
TABULA
2025 >>> Present
A puzzle adventure on a computer desktop!

Platform
Windows PC
Game Engine
Unity
C#
Tools Used
Aseprite
Audacity
Team Size
7
Team Role
Creative Director
Puzzle Designer

A mind-bending, level-based puzzler about overlapping computer windows to create traversable, top-down landscapes. Delve into the heart of an unusual operating system, one folder at a time!
Tabula is currently under development and is planned to be released in Early Access in 2026!

PROJECT HIGHLIGHTS
Multiple Solutions
Each Tabula puzzle is designed to have multiple solutions - finding the right balance of difficulty and 'sandbox' playfulness is an engrossing challenge unique to the project.
+ Design
+ Playtesting
Paper Prototyping
Paper prototyping was used to get a feel for the kinetic core gameplay of Tabula, and begin establishing its foundational rules, before jumping into engine.
+ Design
+ Playtesting
A Classic Feel
The game combines old-school computer interfaces with the fidelity of the Gameboy. This presented the challenge of conveying important game information using a very limited colour palette and pixel count.
+ Art
+ Design


One way I did this was by laying out windows in a level to make a picture, such as a face or recognisable scene. It's a fun and simple way to add a little surprise and cohesion to each level, even without direct control over its pace.


I shared the prototype with my team at This Way Up, and it ultimately led to Tabula being the next game we would develop as a studio.

After making a couple dozen puzzles for the game and playtesting them, I produced a simple design document that explores my design process and some considerations I take when working on a puzzle for Tabula.

One way I did this was by laying out windows in a level to make a picture, such as a face or recognisable scene. It's a fun and simple way to add a little surprise and cohesion to each level, even without direct control over its pace.


I shared the prototype with my team at This Way Up, and it ultimately led to Tabula being the next game we would develop as a studio.

After making a couple dozen puzzles for the game and playtesting them, I produced a simple design document that explores my design process and some considerations I take when working on a puzzle for Tabula.

One way I did this was by laying out windows in a level to make a picture, such as a face or recognisable scene. It's a fun and simple way to add a little surprise and cohesion to each level, even without direct control over its pace.


I shared the prototype with my team at This Way Up, and it ultimately led to Tabula being the next game we would develop as a studio.

After making a couple dozen puzzles for the game and playtesting them, I produced a simple design document that explores my design process and some considerations I take when working on a puzzle for Tabula.

One way I did this was by laying out windows in a level to make a picture, such as a face or recognisable scene. It's a fun and simple way to add a little surprise and cohesion to each level, even without direct control over its pace.


I shared the prototype with my team at This Way Up, and it ultimately led to Tabula being the next game we would develop as a studio.

After making a couple dozen puzzles for the game and playtesting them, I produced a simple design document that explores my design process and some considerations I take when working on a puzzle for Tabula.

One way I did this was by laying out windows in a level to make a picture, such as a face or recognisable scene. It's a fun and simple way to add a little surprise and cohesion to each level, even without direct control over its pace.


I shared the prototype with my team at This Way Up, and it ultimately led to Tabula being the next game we would develop as a studio.

After making a couple dozen puzzles for the game and playtesting them, I produced a simple design document that explores my design process and some considerations I take when working on a puzzle for Tabula.

One way I did this was by laying out windows in a level to make a picture, such as a face or recognisable scene. It's a fun and simple way to add a little surprise and cohesion to each level, even without direct control over its pace.


I shared the prototype with my team at This Way Up, and it ultimately led to Tabula being the next game we would develop as a studio.

After making a couple dozen puzzles for the game and playtesting them, I produced a simple design document that explores my design process and some considerations I take when working on a puzzle for Tabula.

One way I did this was by laying out windows in a level to make a picture, such as a face or recognisable scene. It's a fun and simple way to add a little surprise and cohesion to each level, even without direct control over its pace.


I shared the prototype with my team at This Way Up, and it ultimately led to Tabula being the next game we would develop as a studio.

After making a couple dozen puzzles for the game and playtesting them, I produced a simple design document that explores my design process and some considerations I take when working on a puzzle for Tabula.

One way I did this was by laying out windows in a level to make a picture, such as a face or recognisable scene. It's a fun and simple way to add a little surprise and cohesion to each level, even without direct control over its pace.


I shared the prototype with my team at This Way Up, and it ultimately led to Tabula being the next game we would develop as a studio.

After making a couple dozen puzzles for the game and playtesting them, I produced a simple design document that explores my design process and some considerations I take when working on a puzzle for Tabula.
