Unmechanical is an award-winning 2.5D puzzle game created by Talawa Games and available for PC and iOS devices. During the course of our education my class got the opportunity to contribute to Unmechanical: Extended Edition, scheduled for release on PS4, PS3 and PS Vita later this year.


  • Cinematic Design
  • Level Art

Design Goals

  • Set a story-appropriate tone to the introduction and beginning of the extended DLC through level art and lighting.
  • Blend the style of the extended DLC with the original game while keeping the DLC content feeling fresh.

Opening Cinematic

We wanted to keep the opening cinematic to the extended DLC similar to the original game by letting it play out in a similar location, where old players can recognize themselves. At the same time we decided to go with a darker theme. I did level art and lighting for the opening cinematic, as well as optimization of heavy meshes.

Beginning of DLC

I was responsible for building and lighting the very first, mood-setting section of the extended DLC, where a robot once again finds himself in a mysterious cave section. Lighting and props, together with light Kismet visual scripting, were used to convey an eerie atmosphere.