All work

The Lena Project

A horror and science fiction game in Unity, made by a team of six. The characters and the story are settled, the environments are in greybox, and the engineering discipline around the repositories is deliberate.

When
In development
Team
Six people
Engine
Unity, C#
Assets
Blender, Tripo AI

The game

Horror and science fiction, built in Unity. The narrative and the cast are established rather than still being argued about, which for a team project is most of the battle. Dr. Mara Voss, Lena and the Guardians carry the story.

The asset pipeline

Blender does the modelling work and Tripo AI is in the pipeline for generating first-pass geometry that then gets cleaned up rather than shipped as-is. Environments are blocked out in greybox with ProBuilder, so level layout can be played and judged before anyone spends a week making a corridor look good.

How we work

The repositories live under a GitHub organization rather than a personal account, and the branching rules are written down instead of assumed. Six people touching one Unity project is exactly the situation where an unwritten convention becomes a merge conflict nobody can untangle.

  • Trunk-based development, with main as the single source of truth.
  • Short-lived branches, one per feature or fix, cut from main.
  • A pull request is required for any change to main.
  • Merges happen by rebase or squash, never with a merge commit.
  • Bringing main into a branch is done by rebase rather than by merge.

The reason for the last two is a readable history. A linear log is something you can bisect and reason about months later, and on a project with binary assets that is not a luxury.

What I took from it

  • On a team of six, the process is not overhead, it is the thing that stops the work colliding.
  • Greybox first is the level design equivalent of writing the test before the code.
  • Generated assets are a starting point, not an output. The cleanup is where the quality comes from.