Still Life
A surrealist first-person puzzle labyrinth where taxidermy-still animals serve as rigid industrial counterweights and bridges while household appliances shiver, flee, and lean into your hand for warmth.
- Role
- Solo Game Designer & Developer
- Year
- 2026
- Stack
- UnityC#Game DesignLevel Design
Official trailer for Still Life.
Open on YouTube ↗Project brief
At a glance- 01Design goal
- Condition players across four architectural wings to exploit rigid animal specimens as deadpan hardware while nurturing a shivering 1.4 kg Desk Lamp companion—setting up an unscripted moral reversal at the finale.
- 02What I owned
- Solo game design, combinatorial level design, C# companion AI and puzzle systems, custom HLSL Kuwahara/ink shaders, Manhattan conduit telemetry, and procedural world assembly.
- 03Scope
- Solo project in Unity 6 (URP) developed for Peter Brinson's course at USC around the Situated Player Role of The Dreamer (World as Enigma).
Delivered
- Engineered a 4-phase, 235 kg zero-slack vertical puzzle archive (Room II) where 100% of unlocked animal mass is simultaneously allocated across lifts, chasms, focus stands, and gates with 0 kg idle slack.
- Built a 5-state Desk Lamp companion FSM (flashbang flee, cornered shivering, LMB drag-comfort, hopping follow, and fear interrupts) paired with zero-HUD Manhattan conduit telemetry across 5 rooms.
Overview
Still Life is a solo first-person puzzle game built in Unity 6 (URP) for Peter Brinson's class at USC around the Situated Player Role of The Dreamer (World as Enigma). Inside a monochromatic gallery-foundry, biological roles are inverted: animals (5 kg Chicken to 100 kg Horse) stand frozen as mute, taxidermy-like counterweights, planks, and gear wedges, while a 1.4 kg Desk Lamp shivers in the dark, flees in terror, and leans into your hand for warmth.
- Designed the selective-empathy inversion premise, 9-specimen counterweight roster (5 kg–100 kg), and L.O.P. (Lure, Objectify, Pacify) puzzle loop.
- Architected the 200m linear-Z facility across 5 rooms and 3 connecting hallways, including Room II's 4-phase 235 kg zero-slack vertical combinatorics and Room III's inverted cryo-vent circuit.
- Programmed the DeskLampAI 5-state companion FSM, TerritorialLivingObstacle mimic behavior, Manhattan conduit telemetry shaders, and UInt32 static mesh consolidation (200+ FPS in Room IV).
Media
01 / Premise & Inversion
Selective empathy and the L.O.P. loop
In Peter Brinson's framework, the Dreamer experiences a world governed by dream logic—an enigmatic internal coherence that the player acts within before fully realizing what its rules mean. Inspired by René Magritte's object paradoxes and the industrial silhouettes of Limbo and Inside, Still Life inverts the behavioral cues of organic creatures and manufactured hardware.
Across the gallery, every puzzle runs on the L.O.P. loop: Lure and comfort the 1.4 kg Desk Lamp so its warm dynamic light guides your way and powers light-sensitive sockets; Objectify and weigh rigid animal specimens (5 kg to 100 kg) onto brass scales, across 4.2m floor chasms, and into crusher gears; and Pacify environmental hazards (Territorial Chest Mimics and Freezing Cryo-Vents) so the Lamp can safely follow.
| Design Dimension | Living Household Appliances (1.4 kg Lamp & Mimics) | Rigid Animal Specimens (5 kg – 100 kg Hardware) |
|---|---|---|
| Surface Presentation | Expressive, skittish wildlife: shivers at 7 FPS in cold/dark, hops on a spring neck, leans into warm touch, or lunges territorially (Mimic Chests). | Taxidermy-still museum specimens: zero vertex animation, zero vocalization, rigid posture, engraved with brass calibration rings. |
| Gameplay Function | Emotional anchor & light/fear constraints: Desk Lamp illuminates dark rooms, powers optical sockets, and refuses to cross freezing jets or Mimics. | Deadpan industrial hardware (5 kg to 100 kg): counterweights on brass scales, 4.2m chasm bridges (60 kg Giraffe), and mechanical gear wedges. |
| Shader & Visual Language | LivingApplianceCreature.shader: 7 FPS hand-drawn vertex line-boil, warm subsurface life-blush near the Lamp, and shivering displacement. | ArchivalAnimalSpecimen.shader: Triplanar museum ink cross-hatching, deadpan plaster/taxidermy shading, and world-space brass calibration ring. |
| Room IV Shredder Verdict | Accepted as '1 INANIMATE OBJECT': Despite its warmth and fear, the gallery's sensors classify the 1.4 kg Desk Lamp as mere metal hardware. | Rejected ('LIVING ORGANISM DETECTED!'): Feeding the 25 kg Dog triggers the safety alarm—exposing that the rigid animals were alive all along. |
02 / Specimen Roster
The 9-specimen counterweight catalog
To prevent physics sandboxes from devolving into messy object stacking, every specimen in the facility is calibrated to a strict multiple of 5 kg (from the 5 kg Chicken shim up to the 100 kg Plaster Horse), with only a single anomalous entry in the entire catalog: FIG. 04 — Desk Lamp (1.4 kg).
| Catalog ID | Specimen / Appliance | Recorded Mass | Mechanical Classification | Systemic Role Across Rooms I–V |
|---|---|---|---|---|
| SPEC-01 | Chicken | 5 kg | Calibration Shim | Fine-grain 5 kg increment for 15 kg / 20 kg / 55 kg composite locks in Rooms II & III. |
| SPEC-02 | Cat | 10 kg | Light Counterweight | Powers Hallway I's Focus Machine plate (10 kg) and pairs with Chicken (5 kg) for 15 kg locks. |
| SPEC-03 | Penguin | 15 kg | Standard Counterbalance | Single-unit 15 kg activator for 2F West Dog Vault, 1F SE Elevator, and Gold Focus Plates. |
| SPEC-04 | Dog | 25 kg | Medium Doorstop & Finale Anchor | Opens 25 kg gates in Rooms II–III; rejected by Room IV's shredder as a LIVING ORGANISM before awakening in Room V. |
| SPEC-05 | Deer | 40 kg | Phase 3 Vault Key | Unlocked in Room II's Back-West Dual Vault; powers the 40 kg 3F Penthouse Gold Focus Plate. |
| FIG. 02 | Giraffe (Loading Blueprint #2) | 60 kg | 4.2m Chasm Bridge & Heavy Weight | Dual-purpose specimen: tips horizontally across 2F & 3F 4.2m floor chasms as a walkable plank OR weighs 60 kg on vault plates. |
| FIG. 03 | Tiger (Loading Blueprint #3) | 80 kg | Lift Ballast & Crusher Gear Wedge | Powers Room II's 80 kg 2F->3F Elevator and jams Room III's Central Mechanical Crusher gears. |
| FIG. 01 | Horse (Loading Blueprint #1) | 100 kg | Path Blocker & Maximum Ballast | Rises from Room I's floor hatch to corner the fleeing Desk Lamp, opens the 100 kg exit plate, and jams Room III's Upper Flywheel. |
| FIG. 04 | Desk Lamp (Loading Blueprint #4) | 1.4 kg | Light Source, Companion & 'Object' | Catalog note: 'It shivers in the dark and leans into your hand like something alive, but to the gallery's sensors it is still just an object.' |
03 / Room I & Hallway I
Companion onboarding and the 5-state Lamp FSM
Room I (The Study & Plaster Horse) teaches both halves of the core loop without a tutorial popup. Approaching the Desk Lamp triggers a 0.68s startled neck crane and a 0.52s defensive flashbang as it leaps off the desk and flees into the dark. Fifteen seconds into the chase, a floor hatch drops open and the 100 kg Plaster Horse rises on a hydraulic lift—physically cornering the fleeing Lamp so the player can hold and drag LMB across its shade to warm it back to life.
Once comforted, the Lamp hops after the player and automatically mounts the Lamp Socket while the 100 kg Horse depresses the heavy brass plate to open the exit. In Hallway I, the Lamp freezes in fear before a lunging Territorial Chest Mimic until the player places the 10 kg Cat onto a Gold Plate—powering a Focus Stand whose golden spotlight levitates and pins the Mimic in mid-air.
04 / Room II
The Three-Story Archive (235 kg zero-slack combinatorics)
Room II expands into a three-story vertical menagerie (1F Courtyard, 2F Mezzanine, and 3F Penthouse) containing 7 animal specimens totaling 235 kg. Rather than allowing leftover props to trivialize later doors, I designed a 4-phase zero-slack progression (55 kg → 115 kg → 195 kg → 235 kg) where unlocking each new specimen requires simultaneously locking 100% of your currently available animal pool across elevators, gold focus plates, chasm bridges, and vault gates.
The 60 kg Giraffe serves as a dual-mode spatial key: it can be tipped horizontally across 4.2m floor chasms on 2F and 3F as a walkable plank, or reclaimed into your inventory to serve as a 60 kg counterweight on guarded vault plates. Once the 40 kg Deer is unlocked in Phase 3, the Giraffe wedges permanently across the 3F chasm to prevent upper-floor soft-locks during the 235 kg finale.
05 / Hallway II & Room III
The Cryo-Foundry and inverted vent circuits
Hallway II introduces Freezing Air Vents that blast icy blue streams across the corridor; while the player can walk through cold jets, the Desk Lamp shivers and freezes at the edge of the stream until a brass plate cuts power to the vent.
Room III (The Cryo-Foundry) subverts standard pressure-plate logic through Inverted 'Turn-Off' Vent Tiles. Pre-placed animal specimens sit on weighted tiles that actively power the room's freezing jets. Harvesting an animal off its tile simultaneously shuts off the cryo-vent (clearing the Desk Lamp's path) and adds that specimen to your inventory so you can wedge the 80 kg Tiger and 100 kg Horse directly into the three mechanical jammer intakes of the Colossal Central Stomper.
06 / Room IV & V Finale
Breaking player conditioning at the Shredder
Transitioning into Hallway III and Room IV, the loading screen displays FIG. 04 — DESK LAMP (1.4 KG) with a quiet catalog note: 'It shivers in the dark and leans into your hand like something alive, but to the gallery's sensors it is still just an object.' Inside Room IV's 4-directional infinite steel lattice, an Industrial Dual-Shaft Shredder blocks the exit with the prompt: INSERT 1 OBJECT TO PROCEED. Sitting beside the hopper is the 25 kg Dog.
Conditioned by three rooms of treating animals as expendable hardware, players instinctively grab the Dog and drop it into the chute—only for the shredder to blare 'BZZZT! SAFETY MECHANISM ACTIVATED: LIVING ORGANISM DETECTED!' and eject the Dog unharmed. With zero loose props in the room, the realization lands without a word of dialogue: the mute animals were alive all along, and the shivering 1.4 kg Desk Lamp is the only inanimate object the sensors will accept. Sacrificing the Lamp opens the portal into Room V's pure white void, where the ink outlines dissolve and the Dog awakens—breathing, perking its ears, tilting its head, and wagging its tail.
07 / Technical Art & Retrospective
Surrealist shaders, Manhattan telemetry, and takeaways
1. Contrasting Shaders Enforce Ontological Bias: Rigid animals use ArchivalAnimalSpecimen.shader (triplanar ink cross-hatching, deadpan plaster diffuse, and zero vertex motion) while appliances use LivingApplianceCreature.shader (7 FPS hand-drawn vertex boil, cold shivering displacement, and warm subsurface blush). The visual pipeline reinforces the player's bias before Room IV subverts it.
2. Zero-HUD Manhattan Conduit Telemetry: Every pressure plate, focus stand, elevator, and crusher communicates through orthogonal floor and wall conduits (ConduitDirectionalPulse.shader) color-coded by function—Cyan for gates/lifts, Gold for Focus Stands, and Green for Stomper jammers—eliminating floating UI wires inside complex 3-story spaces.
3. Combinatorial Rigor Prevents Physics Cheese: Locking 100% of the player's unlocked animal mass at each phase of Room II (55 kg → 115 kg → 195 kg → 235 kg) ensured every specimen had to be re-routed and re-evaluated rather than hoarded.
| Shader / Technical System | Target Visual Domain | Implementation & Design Function |
|---|---|---|
| ArchivalAnimalSpecimen.shader | Rigid Animal Specimens (5–100 kg) | Triplanar procedural ink cross-hatching + deadpan plaster/taxidermy diffuse ramp + world-space brass calibration ring at pedestal height (zero vertex displacement). |
| LivingApplianceCreature.shader | Living Appliances (Lamp, Mimics, Books) | Quantized 7 FPS hand-drawn vertex line-boil + high-frequency shivering displacement in cold/dark + warm subsurface blush driven by global _StillLife_LampPosWS. |
| ConduitDirectionalPulse.shader | Zero-HUD Manhattan Conduit Telemetry | Orthogonal floor/wall conduit meshes with directional energy pulses color-coded by circuit type: Dormant Charcoal -> Active Cyan (Gates/Lifts), Gold (Focus Stands), Green (Stomper Jammers). |
| Room4AvantGardeInfiniteBuilder.cs | 4-Directional Infinite Megastructure | Consolidates hundreds of 4-directional (Left, Right, Up, Down) Hallway III & Room IV replica cells, steel grating floors, and shredder silhouettes into 6 UInt32 static meshes (~6 draw calls at 200+ FPS). |
| StillLifeSurrealistRendererFeature.cs | Kuwahara & Pure White Finale Dissolve | Full-screen URP renderer feature combining Kuwahara painterly brush filtering (radius 1.25), 6 FPS boiling paper grain, ink outlines, and PureWhiteFinaleSuppression (1.0 -> 0.0 dissolve in Room V). |
Related gallery work
