01 Shipped on Steam · Adventure puzzle
Lingua Franca
An adventure puzzle game made by 32 students at the University of Utah. You play as Asa, a teenage girl living on the outskirts of Osaka, Japan, and taking photographs is how the story moves forward.
- Role
- Level Designer & Puzzle Designer
- Team
- 32 students
- Timeline
- Aug 2024 – Apr 2025
- Engine
- Unreal Engine 5
- Release
- Steam · Mar 28, 2025 · free to play · Mostly Positive reviews

02 The result
3.5→8.0
Playtest engagement · +128%
- ProblemPlayers found the original layout confusing, and playtests scored it 3.5/10 for engagement.
- InterventionRebuilt it from angled Osaka streets into a block grid, with stronger landmarks and signifiers.
- ResultEngagement rose from 3.5/10 to 8.0/10 after the redesign.
I owned
- The neighborhood level, from paper map to final layout.
- About 33% of the puzzles, including the Heart Puzzle.
- The quest and dialogue state machine in Blueprints.
- Playtesting: oversaw sessions and triaged about 250 feedback reports.
- Design tasks for the department in Trello.
I worked with
- Narrative on the hint system and dialogue.
- Engineering, whose tools I built the puzzles with.
- Art on level and puzzle assets.
- The vision holder on authentic Osaka versus playful fantasy.
Role by phase: Designer-Producer, then Level Designer-Producer, then Designer-Producer again.
03 Watch
See it in motion
The official trailer, plus my own walkthrough of the game.
04 Creation process
Prototype to gold
-
Prototype
From brainstorm to paper to first tests
- Ran brainstorms as game design lead and co-wrote the GDD with every department's leads.
- Owned the paper prototypes and early in-engine systems tests.
- Created and assigned design tasks in Trello.
-
Alpha
Balancing authenticity with playful fantasy
- Bridged the vision holder's authentic Osaka and the design team's push for fantasy.
- Merged the team's ideas into a paper level of suburban Osaka that I owned.
- Grey-boxed the first pass in Unreal, folding in narrative and gameplay requests.
-
Beta
Iterating puzzles, fixing flow with feedback
- Built a third of the puzzles, then worked with art to get their assets in.
- Playtests showed the Osaka street layout confused a mostly American audience.
- Designed a contextual hint system with the narrative team.
-
Gold
Final refinements that boosted engagement
- Redesigned the level with straighter paths and clearer signifiers: engagement 3.5 → 8.
- Ran QA and player playtests, and triaged roughly 250 feedback reports.
05 Research & inspiration
Osaka, without having been there
The goal was to capture a quaint Osaka neighborhood. None of us had been, so we researched suburban layouts, aesthetics and how people move through those streets, and pulled out what made the spaces feel authentic.
The paper level zoned the block into residential, commercial and green space, with dead ends and a couple of secrets for curious players.
yes, the cat location is in the legend
06 Playtesting & feedback
3.5/ 10
Engagement in early playtests
Then the playtests came back
At the University of Utah's Division of Games, the level scored 3.5/10 for engagement. Feedback pointed to confusing layouts and weak signifiers.
Small tweaks only moved the needle slightly, so we made the call to rework the level drastically.
07 Redesign & iteration
From Osaka streets to a readable block grid
We swapped the traditional Osaka street layout for a Western block-based grid and added stronger landmarks and signifiers, so our largely American playtesters could understand the space and remember it.
09 Player interaction
The logic behind every conversation
I was the technical bridge between narrative concepts and the engine, building a modular quest and dialogue system in Unreal Engine 5: a context-aware narrative state machine with type-safe class validation and Enum-based quest flow across 25+ branching dialogue nodes, so the logic stays stable, readable and easy to debug as assets change.
