SkyMachine is a semi-open world adventure game made in collaboration with MyMachine. We visited a classroom of children with various disabilities to transform their own drawn inventions into playable mechanics within the game.
Iterated on the "Waterpup 2000" mechanics to shoot water bubbles in dog shapes. Transitioned from custom camera angles to an over-the-shoulder shooting style for improved control feel.
Developed an on-the-rails minigame where players drive a tank, targeting burger-spawning machines with pancake projectiles while balancing level design and control feel.
Built NavMesh-based companion AI that collects coins for the player, complete with fallback teleport functionality for complex terrain.
Refactored existing enemy behaviors into modular, reusable components to ensure consistent AI logic and easy global tweaking.
Tweaked lighting setups and integrated custom stylized skyboxes to deliver a vibrant, cartoonish aesthetic across the world.
Implemented custom UI interfaces for inventions like the "Tekenherkenner" alongside tutorial menus and video playback elements.
Fitting every child's invention into the game meaningfully within time constraints. Solved by creating interactive showcase shops for additional mini-figure inventions.
Maintaining smooth framerates on low-spec target hardware in a semi-open world environment. Required extensive optimization of LODs, grass distances, and texture streaming.








