Project Links
Feature
Level Design – Three unique levels featuring different Cola x Mentos interactions.
Riding Cola Bottles – Fly through levels propelled by bottled cola.
Narrative – A thrilling escape from East Asian alcoholic culture.
Hand-Drawn Animation – Fully animated player character with fluid movements.
Level Environment – Bars transformed into platforming challenges using everyday items.
Personal Contribution
Lead Game Design
I designed the core Cola x Mentos interaction mechanics, forming the foundation of gameplay. These include: bouncing the player with cola bubbles, riding cola bottles to fly, and exploding for environmental destruction. To maximize emergent gameplay, I designed interactions where mechanics could affect each other—for example, flying cola bottles can be redirected by hitting cola bubbles, creating dynamic chain reactions. However, due to time constraints, we focused on refining the feel and responsiveness of individual interactions rather than debugging every possible combination. We might refine this concept on further projects.



Level Design
I structured the game’s level progression and interactive narrative, integrating gameplay mechanics seamlessly into the story. I deconstructed the bar environment, transforming everyday items into platforming puzzles while maintaining visual coherence. Interactive elements were placed strategically based on difficulty scaling, ensuring a smooth player experience while maintaining the game's artistic vision. Additionally, I used Cinemachine for dynamic camera control, enhancing storytelling and guiding player focus.


Throwing Mechanics
I implemented the precision-based Mentos throwing system. Players can charge their throw by holding a button, dynamically adjusting the throwing force. A trajectory preview line provides visual feedback, ensuring accurate targeting. Upon release, the Mentos follows the calculated path, maintaining full consistency with player input.

SFX & BGM
I composed the original background music (BGM) and implemented sound effects (SFX) to heighten the gameplay. All audio was managed via a custom Audio Manager script, featuring Play Sound and Fade Out functions for seamless audio transitions. By making it a global instance, I ensured audio could be accessed and triggered effortlessly throughout the game.

What I Learn
Participating in a 48-hour game jam was an intense yet rewarding experience. I learned how to manage pressure and successfully deliver a playable game within the tight deadline. This reinforced the significance of project management—we adhered to a skateboard-first design approach, allowing us to test interactions early without waiting for final assets. This methodology was key to our on-time delivery.
Another invaluable lesson was teamwork. As a lead designer, I prioritized collaboration over control, ensuring that every team member—artists, programmers, and designers—had the creative freedom to contribute their best work. I believe great leadership is about empowering the team, not dictating every detail. The astonishing art came from our talented artists, and the fluid movement was the result of our programmers’ ingenuity. My role was to unify these elements into a cohesive experience.
I strongly believe that great leadership helps the team become the best version of themselves. Supporting and trusting your team fosters innovation and motivation. Don’t be a dictator—be a supporter. That mindset was crucial in making our game a success.
