Academic capstone game

A Rover’s Journey

  • Academic project
  • In development
  • Performance & stability · Systems architecture · Movement & player feel · Narrative QA · Playtest design
Cover art for A Rover’s Journey showing the four-wheeled Roo-ver on a blue-lit alien landscape, with the game title above and the MASA logo at lower right.
Cover artwork: Piper Jarvinen.

Project overview

A Rover’s Journey is a team-built, third-person rover exploration game in active development, created in response to MAXART’s brief to highlight Australia’s contributions to space exploration and build greater public awareness of that work.
The team translated that brief into a small 3D vertical slice where movement, exploration, and narrative carry the subject through play.
My contribution spans project-wide performance and stability, systems architecture, rover movement and player feel, narrative QA, and structured playtest design.
The evidence below presents selected examples of how those areas support a responsive, reliable player experience rather than a complete record of every contribution.

Context
Academic project
Status
In development
Focus
Performance & stability · Systems architecture · Movement & player feel · Narrative QA · Playtest design
  • UnityGame implementation
  • C#Movement systems
  • Visual StudioDevelopment environment
  • Git / GitHubTeam version control
  • draw.io / diagrams.netArchitecture diagrams

Supporting detail

The evidence carousel highlights selected implementation and evaluation work across movement, input, performance, and playtesting.
The supporting detail below connects those artefacts to MAXART’s brief and to my wider contribution to the project’s systems, stability, narrative QA, and player experience.

Client brief

The challenge from MAXART.

MAXART asked our team to create a game that would highlight Australia’s contributions to space exploration and build greater public awareness of that work.
Within the project scope, this needed to become a small, polished 3D vertical slice.
The challenge was to communicate the theme through an engaging rover experience by using movement, exploration, and narrative rather than presenting the information separately from play.

My contribution

How I supported the response.

  1. 01

    Profile and stabilise the project as a whole, resolving runtime bottlenecks and integration problems so the intended exploration experience remains reliable as the game develops.

  2. 02

    Design core systems with clear responsibilities and boundaries, allowing movement, interaction, interface, and narrative features to be tested and refined without destabilising unrelated work.

  3. 03

    Implement and tune the rover movement model across uneven terrain, balancing physical character, responsiveness, readability, and player control.

  4. 04

    Support narrative QA and design structured playtests, using targeted questionnaires, observed player behaviour, and qualitative feedback to turn player responses into practical improvements.

Project focus

My core areas.

  • Performance & stability
  • Systems architecture
  • Movement & player feel
  • Narrative QA
  • Playtest design

Reflection

What this work strengthened.

This project expanded my systems-design practice from implementing individual mechanics to helping a collaborative team deliver a shared client brief.
My role moves between architecture, movement, optimisation, narrative QA, and evaluation as the project evolves.
It has reinforced that performance and stability are part of design: reliable systems make movement more enjoyable, feedback clearer, and the intended space-exploration theme easier for players to engage with.

Team credits

  • Max Kennedy

    Producer

    Client Communication · Production Reporting · Scope Management · Team Coordination · Technical Art (Particle Effects) · Set Dressing · UI Support

  • Ben Worton

    Lead Programmer

    Programming Leadership · Technical Coordination · Gameplay Systems · Tools Development · Challenge Design & Implementation · Meeting Documentation

    View portfolio
  • Piper Jarvinen

    Lead Artist

    Art Direction · 2D Art & Graphic Design · 3D Character Art · Modelling & Materials · Technical Art (Rigging & Procedural Animation) · Marketing & Social Media Design · Pickup Visuals

    View portfolio
  • Takuma Aoki

    Lead Designer

    Scanner & Laser Systems Design · Challenge Design · Save System Design & Implementation · Scanner Implementation · Playtesting · Bug Fixing

    View portfolio
  • Acelin Berthelot

    Systems & Gameplay Designer

    Core Gameplay Design · Movement & Camera Design · Optimisation Systems · Pickup Design & Implementation · Movement Implementation · Optimisation Implementation · Narrative Writing Support

    View portfolio
  • Audrey Dai

    Concept & Prop Artist

    Concept Art · Modular Prop Modelling · Materials & Texturing · UV Unwrapping · Decal Design · Production Support

    View portfolio
  • Eva Haraguchi

    UI Programmer & Sound Designer

    UI Systems · UI Design & Implementation · Sound Design · Audio Implementation

    View portfolio
  • Tris Rose

    Programmer & Version Control Manager

    Movement Implementation · Version Control & Repository Management · Narrative Design & Writing · Research · Playtesting

  • Lachlan Taylor

    Level & Narrative Designer

    Level Design · Greyboxing & Level Layout · Narrative Design & Writing · Research · Playtesting

Supporting evidence

Systems in motion, tested in practice.

These five artefacts show selected work across rover movement, runtime performance, cross-device input, and playtest design.
Together, they demonstrate how implementation and evaluation support a responsive, stable player experience, while representing only part of my broader contribution to core systems, narrative QA, and project-wide reliability.

  1. The rover pitching during a jump test above uneven alien terrain.A held input makes jumping simple but expressive.
  2. Unity Scene and Game views showing only terrain sections around the active camera area.Culling protects exploration from unseen work.
  3. Side-by-side overview of the keyboard-and-mouse and controller input maps.One action model keeps devices consistent.
  4. Google Forms editor showing a pseudonymous participant code, prior familiarity question, and prior exposure choices for the Rover playtest.Playtest context turns opinions into actions.

Evidence 01 / 05

Airborne control preserves agency and momentum.

The aerial-control system gives players limited authority over a launched rover without erasing its physical momentum.
Airborne rotation is capped at 45 degrees; once the rover passes 20 degrees in one direction, correction remains locked that way until touchdown.
The constraint prevents rapid mid-air reversals, keeps each jump readable, and still lets players line up a landing or deliberately reach the angle used to trigger the skid system.

Evidence 1 of 5: Airborne control preserves agency and momentum.