Game & Level Design: Karuna Ketan
Programming: Sujal Uprety | 3D Art: Kritika Subedi
Project Singularity is a third-person action-adventure game where players control a soldier protecting a scientist from a space pirate invasion while gathering key parts and solving puzzles to escape the Earth!
In production terms, the game functions as a training-oriented vertical slice. The focus is on achieving polished "Game Feel," readable level design, and responsive combat systems before expanding into full production.
Ensuring shooting, movement, and traversal feel right before creating larger missions.
Enemies, sightlines, and arenas are designed for clarity and quick decision making.
Fixing floaty movement by introducing responsive feedback, camera response, and hit reactions.
Working with a programmer and artist to create a scalable workflow for future expansion.
While the focus is mechanical, the narrative drives the gameplay objectives. The dynamic between the Soldier (Player) and the Scientist (NPC) dictates the pacing.
The gameplay is built on a "Combat-Puzzle-Escort" cycle. This ensures the player utilizes their full kit—shooting for defense, teleporting for traversal, and interaction for progression.
Visualizing the flow between Combat, Exploration, and Protection.
A short-range traversal tool created to deepen combat movement and puzzle navigation.
The blockout phase focuses on designing a clear, navigable combat space.
I define the mechanics and block out the level geometry (Grayboxing). I set the requirements for AI behavior and weapon stats.
The Programmer implements the modular systems for recoil and AI state machines based on my GDD specs, which I then tune in-engine.
Once gameplay is validated, the Artist replaces blockouts with assets. We iterate to ensure art doesn't break player navigation or sightlines.
Project Singularity shows my approach to:
This project is intentionally scoped to ensure clarity, iteration, and strong foundational gameplay before moving into full production.
Current Focus: Training Section, Combat Feel Validation, Expanded Blockouts
Documentation outlining the game's mechanics, AI behaviors, Story, design Pillars, game loop and many more.
Before entering the engine, the level flow, enemy placements, and save systems were planned on paper. These raw sketches show the early thinking process.














