Project Name Misteak
Type Applied Game
Completed March 2018
Programming 100%
Design 33%
Video Editing 100%
Environment Unity 2017.2 and Physical
Language C#
In Short
Misteak is a students cook off challenge, disguised as a card game accompanied by an app. The contestants are facing off with each other to create the winning meal through stealing, messing up each others workspace and a bit of hard work. The only factor in judging; make the most sustainable meal available!
I came to work on what became Misteak in the setting of the Living Game Lab 2018, an applied game jam centered around sustainability. The goal was to make a game that students could play as an introduction to the subject.
Fitting in
The concept we ended up working out did not require a lot of programming, so I decided to try my hand at various other tasks. I edited promotional videos, created to raise awareness to the subject, and I designed and created the packaging of our product. It was a lot of fun to develop skill in new environments.

Awareness Video

To raise more awareness to the issue at hand, we decided to make some videos to share on social media. As a challenge to step out of my comfort zone, I edited these videos. Here you can view the result!

Click to view


As programming for this project wasn't very demanding, stepping out of my comfort zone was the theme. I tried my hand at a completely different aspect as well: design. To support this I learned the basics of Adobe Illustrator and Adobe InDesign

I applied what I learned in two forms:

  • packaging (which you can see in the image)
  • creating a visually pleasing documentation of the proces.
  • Data Storage

    During the period I was working on this project, I got inspired by a talk by Ryan Hipple regarding Game Architecture. He spoke of the use of Scriptable Objects in the Unity3D engine, a mythical creature I had not yet encountered. I decided to document the various ways of data storage in Unity, which you can read by clicking the picture. Still convinced, I decided to dedicate the little programming I had to do into applying this newfound knowledge.

    Click to view

    Script Snippets

    Game Information

    Using what I've learned from my research on ScriptableObjects, I decided to create a referenceable ScriptableObject instead of a Singleton to communicate the game state with various instances.