
SUNFLOWER GAME
2024 >>> 2025
Behead the flowers, turn a profit.

Platform
Windows PC
Game Engine
Unity
C#
Tools Used
Clip Studio Paint
Blender
Audacity
OP-Z
Team Size
1
Team Role
Solo Developer

A short narrative game about farming sunflowers to turn a profit. SUNFLOWER GAME was designed as a cautionary tale that explores the risks of commercialising your passions and turning them into a career.
Developed as part of a 'rapid prototyping' module during my MA at Falmouth University.

PROJECT HIGHLIGHTS
The Basics of 3D
This was the second rapid prototype in the MA that I used to learn the basics of 3D modelling. The deliberately low-fidelity art style made it feel like a good opportunity to further develop my understanding of 3D modelling, while also lending to the uncanny atmosphere of the game.
+ Art
A Complete Narrative
SUNFLOWER GAME is a contained narrative experience with a clear beginning, middle and end. I didn't have many chances to produce student projects with pronounced or complete stories, so I took advantage of the rapid nature of the prototyping module to focus on narrative design and storytelling.
+ Writing
+ Design
Why Sunflowers
I chose sunflowers as the theming for the game because I liked how they looked like unblinking eyes from far away, and thought the process of farming them by beheading was particularly visceral in a way that suited the sinister undertones of the game.
+ Art
+ Design



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.

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.
