Capstone Project
Lumora is a stealth, narrative adventure game that we worked on for seven months as a team of eight. I took on the primary developer role, as well as helping with level design and narrative development.
Interview I did at Level Up Toronto 2026 about Lumora!
About Lumora
Lumora follows the story of Lira, a young girl living in the last city on a rogue planet. She must uncover and complete her mothers work to help the city thrive, no matter the cost.
A rogue planet is a planet that does not have a sun. The only source of light for the city is a tower in the center that rotates to shine on only one section at a time.
Our Experience Goal
We want the player will feel pressure, tension, and accomplishment hiding from enemies while progressing through the story.
Game Pillars
Narrative
Immersion
Stealth
Systems In Lumora
Behavior Tree
A Unity Plugin I made to allow designers to create NPC and enemy behavior in games using a visual interface. This was used for the enemies in Lumora.
The Event System
A complex event system that is the core of the project. It manages all of the stuff that happens in the game, and keeps track of lots of data.
The Stealth System
The stealth system is the core of the Lumora experience, since sneaking past enemies is the main challenge of the game.
So much more!
There are many more systems and behaviors that I coded for this project, including:
Dialogue System
Inventory System
Timeline / Camera Managers
NPC Behaviors
Path System for waypoints and Enemies / NPCs
Throwing and Distraction system
Game Bootstrapper to load everything regardless of scene
Save / Load System
Dynamic UI System that changes based on context
…and so many more! If any of these interest you, reach out and I would be happy to talk more about them!