[Don't] Let Go
2025 - Student Project
Do you have the strength to sever your only connection?
“[Don’t] Let Go is an action-adventure game centring around the players relationship with a mysterious cube. Together the unlikely duo must escape an abandoned city hidden deep within a crater, solving its many enigmas and avoiding ancient omnipotent threats.”
Players will venture to an ancient and mostly abandoned city located deep within a crater on a journey to see whether the forgotten city is inhabitable for their wandering tribe. Here the player will find a mysterious cube that latches onto them forming a rope like connection between the two, players must use this cube to escape the city by solving its many puzzles and allowing the cube to grow. However, all is not as it seems as the cube will start to slowly act like an anchor, weighing the player down and making their escape almost impossible. In the end, the player is forced to make the difficult decision to sever the connection with their only friend and escape the city in a focused and complete experience that takes on average an hour and a half to beat

My Responsibilities
Lead Producer
Designer
Team Size: 4
Engine: Unity
Duration: 5+ Months
[Don't] Let Go is the game my team and I submitted for our final major project in our final year at BCU. This project took over 5 months and was the result of 2 modules of work. This included a green light phase and pre production before starting development on the final project which saw us take an agile sprint approach to development.
Over the 5 months of this project I was the lead producer and 1 of 2 designers working on [Don't] Let Go, This meant my tasks not only included designer based tasks such as research, design and iteration and working in engine, but also production based tasks such as team and time management. Here is a list of some of my tasks throughout the project:
- Organised and managed my team of 2 designers/producers, 2 programmers, 1 part time 3D artist and 1 part time sound designer.
- Used and managed confluence and Jira throughout pre production and development to keep everything accessible and organised.
- Designed levels, puzzles, player mechanics, enemies, narrative and more.
- Worked with our Sound designer and part time 3D artist to help give them the vision we wanted for our game.
- Created and presentation weekly update presentations which I presented to our lecturers and peers.
- Organised team meetings to review weekly feedback from our update presentations and plan weekly sprints to keep in line with our agile methodology.
- Organised daily team stand-ups to keep everyone in the loop and up to date and what was being worked on.
- Created our MoSCoW and used Jira to help prioritise features and aspects of our game to make sure our time was being spend most effectively.
- Used Probuilder tools to create all geometry in the world as well as build levels.
- Used Polybrush tools to vertex paint textures onto all the geometry to add art to all the levels and everything within them.
Click the button below to be taken to a google drive which has a pdf of our design documentation along side the presentation i gave during the BCU summer showcase!
BCU Summer Showcase
One of our main goals we set when going into this project was that we wanted to receive one out of the 3 summer showcase presentation spots. We managed to achieve this which meant we got the incredible opportunity to show our game, an insight into the development and our trailer to our peers and industry guests.








