Under Inspection

Under Inspection is a tense first-person simulation that forces players to balance mounting anxiety with the mechanical task of packing and concealing illegal substances. Inspired primarily by Papers, Please, the game trades flashy action for procedural tension and slow-burning moral pressure, delivered through a compact, escalating loop and stylized, caricatured visuals.

Year

2025

Category

Game Jams

Game Jams

Live Project

Live Project

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Project Breakdown

Project Breakdown

This project was developed for a month-long game jam where teams received true-crime narratives and had to build a playable experience from that seed. Our team was six people. I served as the Designer while also contributing animations, VFX and some scripting. My responsibilities included defining the core loop, designing levels and puzzles, producing the environmental layout and world building, and accelerating UI and camera pipelines so iteration stayed fast.

The central design goal was intentionally simple and brutal: present a repetitive packing loop that grows steadily more complex until the player can no longer cope and the run ends. The risk was making repetition feel meaningful rather than boring. To solve that we introduced small, systematic variations day to day, layered constraints that compound over time, and focused playtests on the micro-feedback of each task. Technically we built in Unity and used custom shaders to create a slightly caricatured, tactile aesthetic that supported the oppressive mood.

Biggest constraints were team availability during holidays and limited time. We mitigated those by breaking work into self-contained tasks, running rapid local tests, and prioritizing the playable core over secondary polish. The element I am most proud of is the environment and world building; the main room and its props were designed to feel real and narratively coherent, which amplified the player’s anxiety while packing. There was virtually no external feedback after the jam, but the process taught me practical lessons: the need for a slightly more linear production flow, the value of early, focused prototyping, and how motivation and team alignment often outweigh raw task lists.

  • Skills learned and strengthened.

  • Leadership and collaborative design.

  • Loop refinement and escalation design.

  • Level layout and environmental world building.

  • Puzzle design and task choreography.

  • Narrative integration for systems.

  • Tutorial design that minimizes disruption.

  • Rapid UI and camera iteration workflows.

  • Shader-driven visual stylization.

Learned Skills

Learned
Skills

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