Director, Lead Engineer, Producer · Team of 23 · Jan 2024 - May 2026
First-person, Narrative | Playtime: 40 minutes
Before Closure is a first-person narrative game where you sort through a box of personal items from a past relationship. With an experimental eye-tracking mechanic, you will close your eyes in real life and fully immerse yourself in a world of sound and memories.
Awards
2025 Boston Festival of Indie Games - Excellence in Narrative
2025 Boston Festival of Indie Games - Best Student Game
Steam
Released on May 15th, 2026.
As the Game Director...
Rapid-prototyping: prototyped 6 drastically different playable narratives in 6 months around the eye-controlled interactions, landing on the right mechanic and story that shaped the experience goals of the final game.
Interactive Narrative Design: collaborated closely with the writer, lead artist, composer, and voice director to make deliberate decisions on both the overall narrative arc and the detailed gameplay under tight resource and time constraints.
Creative Direction: aligned the team behind a single creative vision through proactive, open communication, clear, succinct documentation (e.g., Game Design Macro), and playable prototypes, which kept the production well-scoped and the team on the same page.
As the Lead Engineer...
Eye Detection: integrated MediaPipe and built a lightweight, efficient, real-time webcam-based eye detection system in Unity that became the technical foundation of the game after researching and benchmarking different eye-detection solutions.
Project Architecture: designed and implemented project architecture across systems like scene management, input, interaction, audio, establishing boundaries and standards that let two other engineers build modular systems and features in parallel.
Team Management: managed two engineers throughout preproduction and full production: assigning tasks, tracking progress, and leading code reviews.
Implementation: authored in-engine gameplay sequences and owned the execution of the second-to-second experience while keeping it aligned with the larger project goals.
Debugging: debugged across internal and third-party code using IDE debugging and Unity profiling tools; shipped 40+ versioned stable builds for Windows and macOS to support weekly playtests and major milestones.
As the Producer...
Team Recruitment: recruited a 7-person core team and coordinated a total of 23 contributors across graphic design, voiceover, audio production, localization, and other disciplines over the course of development.
Project Management: defined and maintained scope across two years of production, delivering a 40-minute narrative game plus an additional “Epilogue Mode” at release.
Voiceover Production: worked closely with the voice director and casting team to schedule, cast, and produce a fully voice-acted 4500-word script with 2 voice actors.
Localization: organized and produced localization across 5 languages, including full voice localization for 2 of them, coordinating translators, actors, and language QA.
Playtesting: conducted 51+ official playtest sessions (with recorded participants and completed surveys) across every stage of development, analyzing the data to inform design iteration.
Publisher Relationship: collaborated with publisher Dopoco Games on milestone deliveries, driving 1000+ new wishlists from Steam Next Fest and hitting 1300% of the crowdfunding goal on Modian.