
Hitesh KS

Mine Block World - Unity Survival
[Minecraft Inspired]
Software: Unity C#
Team Size: 4
Project Duration: Ongoing* (January - present*)
Genre: Sandbox Crafting Survival
Role: Game Designer & Game Programmer
Mine Block World Trailer (Not Final)
About the game:
Mine Block World is a sandbox crafting survival game set in a procedurally generated voxel-based world. The game emphasizes creativity, resource management, and strategic survival. Players start with minimal resources and must gather materials from the environment to craft tools, build structures, and defend themselves against night-time enemies.
The world is finite but dense, designed to challenge players to optimize their resource usage and construction choices. Each player’s experience is unique, thanks to procedural generation, creating endless replayability and fostering player creativity.


Game Play Mechanics
Procedural Generation
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The world is procedurally generated with a fixed size to ensure resource density and manageable gameplay scope.
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Each generated map is unique, maintaining replayability while following consistent biome rules.

Health and Survival:
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Players have a health bar that depletes when attacked or exposed to hazards like lava or enemy attacks.
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Consuming crafted food or potions restores health.
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Running out of health triggers a respawn at the nearest checkpoint or the initial spawn point.

Player Interaction:
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Players interact with objects in the world using a contextual action button (e.g., harvest, place, attack).
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Items in the player's hotbar are accessible for quick use.

Day/Night Cycle:
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The world transitions between day and night, dynamically altering gameplay.
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Daytime: Players focus on resource gathering, crafting, and exploring.
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Nighttime: Hostile enemies spawn and attack, forcing players to either defend themselves or retreat to shelters.

Exploration and Progression:
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The procedurally generated world includes unique landmarks (e.g., caves, lakes, and small ruins) encouraging exploration.
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Hidden chests or rare resource nodes offer rewards for exploring risky areas.

Building Structures:
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Players can place blocks (dirt, wood, stone) to build shelters and custom structures.
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Building mechanics include snapping blocks to a grid for ease of use.
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Structures protect players from environmental dangers (e.g., rain or night-time enemies).

Phase 5 Demo Gameplay
Game Design Document
Development Timeline
A detailed week-by-week breakdown of the development process for Mine Block World, showcasing my contributions in Game Design, GDD creation, and Game Programming.
Week 1: Project Kickoff & Planning
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Introduced to mobile 3D development in Unity
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Defined initial game concept
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Formed team of 4
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Set up Agile workflow and Unity environment
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🛠 Created team contract, assigned roles (I led Game Design & Programming)
Week 2: Procedural Tile Generation Begins
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Implemented tile-based terrain generation in Unity
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Chose and integrated custom camera controller
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Set up basic respawn and checkpoint system
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🧠 Designed early world layout rules for procedural generation
Week 3: Game Vision & Pitch
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Delivered Game Design Document (GDD)
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Presented pitch to peers/instructors
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🎯 Wrote GDD sections covering mechanics, progression, and survival elements
Week 4: First Playable Build
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Added low-poly 3D assets
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Programmed inventory & minimap system
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Integrated post-processing (color grading)
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🧪 First test build with basic gameplay loop
Week 5: Enemies & Navigation
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Integrated NavMesh agents for basic enemy AI
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Added game physics and obstacle collision
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👾 Programmed enemy pathfinding and interactions with the player
Week 6: World Interactivity
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Implemented destructible objects
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Enabled object selection & contextual interaction system
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🔨 Expanded block types & programmed object placement/harvest logic
Week 7: Project Checkpoint
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Reviewed and refined gameplay systems
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Received feedback and adjusted systems for pacing and difficulty
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✅ Balanced health, checkpoints, and night-time enemy challenge
Week 8: Intersession Break (No Development)
Week 9: Quest System & Alpha Release
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Introduced scriptable objects for flexible item/quest data
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Optimized visuals and memory usage
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Built quest tracking system
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🚀 Released Alpha build with full day/night cycle and survival mechanics
Week 10: Visual Effects
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Added particle effects for explosions, crafting, and harvesting
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💥 Programmed VFX triggers tied to gameplay events
Week 11: Animation & Modeling
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Integrated Mixamo animations for player and enemies
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Modeled organic assets (trees, rocks, etc.)
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🧍 Assigned animations to player states (idle, hit, attack)
Week 12: Weather System & Beta Release
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Added weather effects (rain, fog)
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Polished systems and tested beta
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🌧 Programmed environmental triggers for weather events
Week 13: QA & Performance Polish
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Conducted memory profiling and stress testing
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Logged bugs and optimized code/scripts
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🧪 Fixed performance issues on mobile targets
Week 14: Final Sprint
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Conducted final polish
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Wrote postmortem and documented project learnings
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🔄 Reflected on design iterations and what improved the player experience
Week 15: Final Presentation
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Delivered final gameplay demo
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Presented development insights to class
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🎓 Highlighted my work in gameplay systems, procedural generation, and GDD