ABOUT THE GAME
The Masker is a memory and painting game set in a Venetian mask shop, created during our university's 2026 Winter Game Jam where our team placed 3rd. The jam shared the same theme as the Global Game Jam, challenging us to create something memorable under tight constraints. Players take on the role of a mask craftsman serving customers who request specific decorated masks. The core gameplay loop challenges players to memorize a pattern, select the correct mask template and recreate the design from memory using gesture based painting, all under time pressure.
Following the jam, The Masker was showcased at the Guildford Games Festival 2026, where we had the opportunity to present our work to industry professionals and fellow developers.
What makes The Masker unique is its gesture recognition scoring system. Rather than simple pixel matching, the game evaluates player drawings using a combination of shape recognition and spatial color analysis. This creates a forgiving yet meaningful scoring system where close approximations are rewarded while still distinguishing between good and poor attempts. The three tier feedback system (perfect, acceptable, rejected) gives players clear goals while keeping the experience accessible.
Genre . System
Memory . Painting
Unity . C#
Year
2026
3rd place Uni Winter Game Jam
Details
Developer: Richard Ogun
Role:Programmer/Sound Designer/UI
Team Size: 5 members
Duration: 1week- UWL Winter Game Jam
Showcased: Guildford Games 2026
Above is a video showcasing the gameplay in motion.
Role in development
UI/UX System Design
One of my primary responsibilities during the development of The Masker was designing and implementing several of the game’s UI systems, including the main menu and gameplay interface elements. The challenge was ensuring that the interface remained visually readable and intuitive during both calm preparation phases and high-pressure gameplay moments. Multiple iterations of layout structure, button positioning, and visual hierarchy were tested to improve usability while maintaining the game’s Renaissance-inspired presentation style.
FMOD Adaptive Audio Integration
A major technical focus of my work on The Masker involved integrating FMOD middleware into the Unity workflow to create adaptive audio behaviour. The system dynamically adjusted music intensity based on gameplay state and player pressure, helping reinforce pacing and atmosphere. This required configuring FMOD events, parameters, buses, and transitions while ensuring reliable communication between gameplay systems and audio triggers.
UI Audio Feedback System
To improve player feedback and interaction responsiveness, I implemented UI-related sound behaviours using FMOD event emitters. Menu navigation, button interactions, and gameplay transitions were supported with audio cues designed to enhance responsiveness and immersion. The system helped establish clearer player feedback during fast-paced gameplay scenarios.
Gameplay State Transition Handling
The game’s pacing relied heavily on transitions between calm memory phases and more frantic gameplay sequences. I contributed to systems that supported these transitions through UI changes, audio shifts, and menu flow adjustments. The goal was to maintain a smooth gameplay experience while reinforcing the increasing tension through visual and audio feedback.
Collaborative Workflow & Communication
The project was developed within a collaborative team environment, where communication and workflow coordination became one of the project’s major challenges. Conflicting ideas and inconsistent task alignment occasionally caused friction during development, highlighting the importance of structured communication pipelines, clearer role ownership, and organised production planning. Despite these challenges, the project provided valuable experience working within multidisciplinary development teams and adapting to collaborative production workflows.
Reflection
During the development of The Masker, I gained valuable experience working within a collaborative game development environment, where communication and workflow management became one of the project’s main challenges. Conflicting ideas and inconsistent coordination within the team highlighted the importance of clear communication, structured task management, and maintaining alignment across different disciplines. Alongside these lessons, I further developed my technical skills by integrating adaptive audio systems using FMOD middleware and contributing to both the main menu UI and in-game interface systems. This project strengthened my understanding of collaborative workflows, UI/UX implementation, and the integration of audio systems within gameplay experiences.