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Interact: Left Click | Select: Mouse

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Going Up is an interactive novel where you play as an elevator operator on a quest to help travelers get to their final destination.

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Going Up was created during the Xeno Game Jam over the course of just three days. I joined a team of four and took on multiple roles, working as the primary 3D modeler, a gameplay programmer, and a systems designer.


The game is an interactive narrative where you play as an elevator operator guiding travelers to their final destination. While the theme was abstract, our goal was to make something emotionally grounded, mysterious, and polished enough to feel complete despite the tight deadline. From concept to completion, we built the game entirely within the jam window over just 3 days. I contributed to the design layout of the building floors, created 3D assets that matched the stylized tone, and worked on player interaction and progression logic.

 

Our team communicated fast, iterated often, and leaned into simplicity and clarity. Placing 14th out of over 300 submissions was a proud moment for all of us. It was proof that a focused team, clear scope, and strong communication could bring an idea to life fast and make it resonate.

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Key takeaways from going Up

Going Up was one of the first game jams I ever participated in, and it marked the first time I took on the role of 3D artist for a project. The models were simple, and sure, some of the textures wrapped in weird ways, but for me, it was a milestone. I set out to create an environment that supported the story and added weight to the player’s experience, and I genuinely feel like I accomplished that.

More importantly, this project helped me realize something critical if I wanted to pursue environmental design seriously, I couldn’t separate it from gameplay. Worlds feel alive when they react, when they respond to player input and carry meaning beyond the visuals. That means understanding how systems and interactions are built. This was the moment that pushed me to start learning gameplay programming, not just to support others, but to give my environments the life they needed.

And of course, none of it would’ve been possible without the rest of the team. Collin was our dedicated programmer, Vicky handled all the 2D art, and Aaron brought the world to life through narrative and writing. It was their effort, dedication, and trust that made this project what it was.

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!Download here!

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