- Ben Lesko

- Mar 27
- 2 min read
Updated: Apr 13
ReDo — Time Manipulation Prototype
A Unity-based platformer prototype exploring time-manipulation mechanics and how they interact with core movement and level design systems.
The project focuses on combining simple abilities to create layered gameplay challenges.

Role
Technical Designer
Engine / Tools
Unity C# w/ Cinemachine
Focus Areas
Time manipulation systems
Ability resource system
Mechanic-driven level design integration
Time Manipulation Systems
The prototype was built around three core abilities: rewind, pause, and timeline switching, each affecting gameplay in different ways.
Rewind allows the player to reverse time and undo previous actions, including movement and collectible interactions. Pause freezes the game state while still allowing limited player input, enabling mid-air jumps and repositioning. Timeline switching enables the player to alternate between two versions of the same level, each containing different obstacles and collectible opportunities.
These mechanics were designed to interact with each other, encouraging players to combine abilities rather than use them in isolation.

Time-energy System
A resource system was implemented to regulate ability usage and prevent unrestricted access to time manipulation mechanics.
Pause and timeline switching consume a shared Time-energy resource, which recharges over time. This introduces decision-making around when to use abilities, especially when chaining multiple actions in quick succession.
The system ensures that abilities remain powerful without removing challenge or pacing from the core platforming experience.

Mechanic-driven Level Design
The level was designed to test how time-manipulation mechanics could be integrated into platforming challenges.
Collectibles were placed to require specific ability usage, including:
simple traversal
rewind-dependent recovery
mid-air actions using pause
timeline-based positioning
combinations of multiple abilities in sequence
This approach ensured that mechanics were not just implemented, but actively used to shape player progression.
What I Learned
time-based mechanics require careful state management to remain predictable
resource systems help balance powerful player abilities
gameplay mechanics are more effective when reinforced through level design
combining simple mechanics can create more depth than introducing new ones


