Standalone ecosystem
Identity, presence, game progression, collections and distribution each had dedicated relational responsibilities.
3D educational puzzle game
CASE 01
I created the complete Unity game and its gameplay systems, built a custom .NET 8 launcher and connected both to a shared database. The project earned a score of 20/20.
2nd Place at PAPTICe 2026 · C2 Video Games

Project overview
Puzzle of Blessings is a 3D puzzle adventure created to strengthen reasoning, observation and problem-solving skills through an entertaining sequence of challenges. I created the complete Unity game for Windows, its gameplay logic and the custom .NET 8 launcher, then implemented the database integration that carries interactions, discoveries and player progress across the connected experience.
Its story follows a being called to cross the Between-Dream Isles and reflect on its purpose. A vivid visual style and bright colour palette were chosen to engage the original 14-to-20-year-old audience, while keeping the world and its challenges approachable enough to be enjoyed by players of any age.
Project trailer
Game, world, interactions and connected systems condensed into a 2 minute 54 second presentation.
I assembled this trailer under an extremely short deadline to present the project. Video editing is not my professional field; its purpose is to communicate the game clearly and directly.
Original companion site
The original Puzzle of Blessings companion website was designed and developed by Salvador Filipe Mila as part of our shared final-course project. I developed the game, its launcher, and contributed to the original database and integration work. The interactive version presented here is my simplified remake of Salvador's discontinued website, rebuilt specifically for this portfolio.
It preserves the features required by the game while integrating them into a global test-account, achievement and project-persistence system.
Architecture evolution
The original addressed the needs of a larger standalone companion platform. The remake focuses on a smaller portfolio-wide system while preserving realtime synchronization.
Identity, presence, game progression, collections and distribution each had dedicated relational responsibilities.
Global identity and achievements are shared; state, inventory and appearances remain isolated inside Puzzle of Blessings.
Unity can write save JSON without overwriting website deck changes.
State, inventory and achievements remain synchronized in both directions.
Levels, items and rarities come from authoritative state instead of duplicate tables.
History / Lore
A world suspended between reality and memory, where every puzzle reveals part of the protagonist's lost story.
Beyond the boundary between what is real and what is remembered lies a rare place: the Between-Dream Isles. These small natural islands are filled with trees, ancient stones, soft winds and magical ruins. They appear ordinary at first, until the world begins to reveal that it follows different rules.
Only one presence truly matters there: a ghost that protects the echoes of old stories and quietly guides the traveller through what the isles remember.
The protagonist awakens without a complete memory. He is there neither as punishment nor by accident: the isles themselves called him. His memories have been scattered across the landscape and protected by puzzles, mechanisms and small trials. To recover them and find the way out, he must move from island to island, solve enigmas, speak with the ghost and uncover the secrets hidden in the world.


An ancient force guided the protagonist to the isles because he carries a special connection to that place. It is not a prison, but a calling: the isles understood that he needed to cross them in order to find himself again.
The journey is therefore not simply about leaving. It is about remembering, understanding and accepting. At the end, the player recovers the memories, understands why he was called, completes the final puzzle and uses a machine or portal to return.
Blessings are powers granted by an ancient entity that observes the isles from somewhere above the ordinary world. They are never given freely: the entity recognises the traveller's effort.
Each Blessing is a gesture of trust. Every new ability advances both the gameplay and the story, revealing another part of the force that continues to support the protagonist throughout the journey.
“Now you may see a little more.”
The world is locked behind layers of memory. Parts of reality have become mixed with dream, and only an attentive traveller can put them back into order. The core idea is simple: solve in order to understand.
The Clarifier piece, for example, reveals objects that others cannot see. Those objects are not invisible; they belong to the player's own memories.
Full documentation
The two final PAP reports document each side of the collaboration, the decisions made and the complete development process.
Game, gameplay systems, database integration and custom .NET launcher
Download reportWebsite, connected platform and the other side of the collaborative project
Download reportContinue exploring
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