Space, Cats & Synthesizers is a short Unity game created as a semester project — our first collaborative game and also our first project in Unity. It can be seen as a fully playable short game or as the first level of something bigger.
The core idea was to merge our team’s personal interests:
Cats, because we all love them.
Synthesizers, inspired by our sound designer’s Moog Grandmother.
Drawings, as our artist wanted to focus on custom hand-drawn assets.
Code & Level Design, which was my main responsibility.
Role: Coding, Game Logic, Level Design, 3D Modelling & Polishing within a team of 3
Languages & Tools used: C# within Unity as engine, Inkscape for art, Wwise for audio and Maya for 3D Modelling
Development time: ~4 weeks
Platform: Windows (PC) and Mac
Language: English
Settings
Story
Module picked up
Gameplay video
Goal: Collect 3 synthesizer modules and return them to the starting point.
Hazards: Dodge fast-moving asteroids. If you’re hit without carrying a module, you die. If you’re carrying one, it resets.
Resources: Collect blue fuel pickups to keep your jetpack running.
Challenge: Time is measured from the first movement – can you beat 18 seconds?
W, A, S, D / Arrow Keys — Move the cat
Mouse — Control the camera
Space — Jetpack (short bursts are more efficient; holding gives forward thrust)
M — Meow (only while sitting)
E — End the game early
Core Mechanics: Moving with a Jetpack, Pickups
Systems: Main and pause menu, highscore, collectibles, hazards & reset, HUD, particle systems
Polish: Various animations, soundeffects, simple lights, particle systems
Implementing jetpack physics with thrust differences between bursts and continuous thrust.
Synchronizing art, sound, and code in a team workflow via GitHub branches.
Embedding Wwise integration and learning its documentation under time pressure.
Balancing time constraints with feature scope (some systems were implemented in a less-than-ideal way due to deadlines).
Through this project, I learned how to work collaboratively with artists and audio engineers, how to structure a Unity project for teamwork, and how to scope features realistically. I learned about Iterators (C# coroutines) and their importance for gameplay programming, the powerful possibilities Wwise offers, but also that Team time management and early feature planning are critical for polishing and avoiding rushed decisions.