Stuck in the Present
Stuck in the Present is a 3D side-scrolling psychological horror title where two friends relive painful memories within the uncanny depths of twisting subway stations in a large, unfamiliar city.
Just as Faye and Rich’s painful memories resurface, the two friends are ensnared in the distorted corridors of a decrepit subway station beneath a city still foreign to Faye. To find any path through, they need to decipher all that they have so desperately tried to forget.
Face the past—it’s the only way forward.
Contributions
Development for Stuck in the Present underwent two major iterations, and my role and contributions have changed drastically between them.
In a previous, unreleased iteration, I was a member of the core engineering team with the following responsibilities:
- Wrote core architecture, several major gameplay features and systems, editor tools, and UI.
- Developed, maintained, and contributed to several internal Unity packages for use in this and other in-house projects. Some of those packages include Input Manager and Game Flags.
In its current iteration, I took on a more consultational and supportive role:
- Consulted on narrative elements, such as Philippine cultural themes and experiences that were depicted in the game.
- Offered solutions for rendering issues encountered during development, saving precious debugging time.
- Assisted in playtesting and bug reporting leading up to release.