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Dwindle

Dwindle is a psychological thriller game about helping your mining crew escape from a collapsed mine!

Engine

  • Unity

Genre

  • Survival-Thriller

Release

  • August 2025

Contributions

Tools

  • Visual Studio

  • Google Sheets

  • Google Docs

  • DAZ 3D

  • Krita

  • Chat Mapper

  • Created 700+ test cases revolving around breaking the game’s mechanics.

  • Used remote black box testing to examine every player's possible action and obstacle interactivity for proper functionality.

  • Created five 3D models for characters in the game.

  • Created one whole storyboard each for two marketing drafts/pitches.​​

Lessons Learned

  • Organizing every mechanic you test

    • As the testing lead for this project for three months, I quickly discovered that the number of actions to perform in Dwindle was much more robust than Shatterbound's.

    • To prepare for testing all of these actions/features, I learned to set up multiple sections in both the sanity check and full test suite based on the specific mechanics I was testing. This type of organization made both of these spreadsheets much easier to sort and read when setting up test cases.

  • Adapting to new positions in an internship​

    • During the internship, the development team noticed that some elements of the game needed more attention than others (such as character writing, character origins, competitor research, etc). As the testing lead, I had trouble writing test cases for mechanics that would be changed or cut later on in development. ​​

    • As a result of these priority changes, some team members had to balance multiple positions at once for every sprint. For me, it was balancing writing for characters, researching competitors for our game, and creating 3D models for characters through Daz.

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