Tyler Crump CV (PDF, opens in a new tab)

2D puzzle-adventure · COMP3150 and COMP3151 team project · Early Access on itch.io

A Course in Time

A wizard switches each room between the past, present and future to solve its puzzles. Built by a team of five in Unity across COMP3150 and COMP3151 (Games Project A and B) at Macquarie University, and launching in Early Access on itch.io in November 2026. I was producer and team leader, and wrote most of the gameplay code.

Role
Producer and team leader, gameplay programming, audio
Team
5 people
Engine
Unity · C#
Audio
FMOD · Steam Audio
Year
2026
Status
Early Access on itch.io, November 2026
Input
Keyboard, mouse and controller
Length
About an hour
Gameplay screenshotsideally the same room in the past, present and future

What I built

  • The player: movement, jumping and shooting
  • Ladder mechanics
  • The puzzle system and the objective systems
  • The save data system, plus fixes for the persistent-data bugs between scenes
  • All of the game's audio: the sounds and their FMOD integration
  • Custom scripts that make Steam Audio's reflective audio work in 2D

Save data across scenes

The game started out in a single Unity scene. When we split it into several, data that had to carry over between scenes started breaking, because Unity destroys a scene's objects when the next one loads.

I built and implemented the save data system and fixed the persistent-data bugs, so progress and state now survive the move from one scene to the next.

Reflective audio in a 2D game

I handled all of the game's audio, from the sounds themselves to wiring them up through FMOD. Steam Audio's reflective audio doesn't support 2D games natively, so I wrote custom scripts to make it work in ours.

Mechanics in the game

  • Five areas (the Foyer, Library, Boiler Room, Greenhouse and Alchemy), each explorable in the past, present and future
  • A time beam fired from the staff, redirected with mirrors and used to start moving platforms by hitting their centre
  • A freeze upgrade for the beam that stops auto-rotating pipes and certain plants
  • Plants that grow into platforms and ladders
  • Steam puzzles: redirect pipes to complete them, while broken pipes vent steam
  • Laser circuits, switched off by disconnecting their fuse boxes
  • Crates to push, pull or shoot into place, which can break through weakened flooring in another era
  • Ladders, objectives, abilities, items and lore collectables, and save points with respawning

Controls

  • Move: A and D, or the left stick on a controller
  • Jump: Space, or X
  • Climb ladders: W, or up on the left stick
  • Drop down (off ladders and through platforms): S + Space, or down on the left stick + X
  • Switch time: Q and E, or LB and RB
  • Aim: the mouse, or the right stick
  • Fire the time beam: left mouse button, or the left trigger (LT)
  • Push and pull boxes with the staff: F, or the right trigger (RT)

The team

  • Tyler Crump, Producer / Team Leader
  • Uttam Pachikayala, Creative Director, UI/UX
  • Xin Hu Dobbie, Lead Animator, Artist
  • Ruby Cant, Lead Designer, Tileset Artist
  • Payton Saunders, Lead Programmer

Credits as listed on the itch.io page. The team worked in an Agile way, with tasks in Jira and day-to-day communication on Discord.