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Kalyani: A Stepwell Water-Level Puzzle Adventure — Game Vertical Slice (Unity/Blender)

  • 12 slides
  • 16 viva questions
  • 6 modules
  • Code included

@stepwell-water-level-puzzle-vertical-sliceUpdated Oct 2026

An M.Des game-design degree project where you solve a Deccan stepwell by raising and draining its water, one terrace at a time

M.Des, Game Design · Final sem · Advanced · 20 weeks · Solo

More info
Level
Advanced · 20 weeks · Solo
Relevant for
All India
Common at
National Institute of Design, IDC School of Design, IIT Bombay, NIFT
Syllabus
Design schools Graduation / degree project · Graduation / degree project — process document + portfolio + jury · Final semester
Tech stack
  • Unity 2022.3 LTS (URP)
  • C#
  • Blender
  • Unity Input System
  • ProBuilder
  • Cinemachine
  • Git + Git LFS (optional)
  • Figma (UI mock-ups)
For educational purposes only

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  1. Pinned

    1 min

    Overview

    Kalyani is a third-person puzzle-adventure vertical slice set inside a fictional stepwell inspired by the tiered stone tanks of the Deccan, such as those seen around Hampi. The player is a young caretaker who must restore water to a dried-up village tank. Each terrace of the stepwell has sluice gates, channels and counterweights; raising or lowering the water changes which steps are walkable, which platforms float and which carved passages open. Water level is the single core mechanic, and every puzzle is a variation of it.

    The degree project delivers a 15–20 minute playable slice of three terraces with a tutorial, two full puzzles and a final combined puzzle, plus a game design document (GDD), a process document and a portfolio. It is built in Unity 2022.3 LTS with the Universal Render Pipeline and C#, with environment assets modelled in Blender from measured sketches and photographs of stepwell geometry and carved stone.

    The process follows design-school practice: research on stepwell architecture and on puzzle-game design, paper and board prototypes of the water mechanic, a greybox in ProBuilder, four rounds of playtesting with think-aloud protocol, completion-time and fail-point logging, and an art pass. The project demonstrates that a culturally rooted setting can be more than decoration when the architecture itself — terraces, symmetry, water — is the puzzle.

    Syllabus alignment

    Design schools · Graduation / degree project

    Graduation / degree project — process document + portfolio + jury · Final semester

    Subjects this project applies
    • Game Design Studio
    • Interaction Design & Playtesting
    • 3D Modelling and Texturing (Blender)
    • Real-time Engines (Unity / Unreal)
    • Visual Narrative & Environment Design
    • Design Research Methods
    How it is evaluated

    Team: individual

    jury on research, process, iterations, final artefact and presentation

    1 min read · 16 viva questions

  2. 2 min

    Synopsis

    Abstract

    Indian architecture appears in games mostly as backdrop. This project explores whether the spatial logic of a stepwell — descending terraces, symmetrical flights of steps and seasonal changes in water level — can become the core mechanic of a puzzle game. The result is a vertical slice in which the player manipulates water level to change the traversable space, documented through a GDD, paper prototypes, greybox iterations and structured playtests.

    Introduction

    Stepwells (vav, baoli, kalyani, pushkarini) were built across western and southern India to store water through dry seasons. Their form changes meaning as the water rises and falls: a flight of steps becomes a shoreline, then disappears. This is a natural puzzle space. The project's target audience is players aged 15 and above who enjoy slow, observation-based puzzle games, on PC with keyboard-mouse or gamepad.

    Literature and precedent gap

    Puzzle games built around one physical rule — portals, time rewind, perspective — show that a single mechanic explored in depth can carry a full game. Game-design texts such as Schell's lenses and Fullerton's playcentric process describe how to iterate such mechanics through prototypes and playtests. However, few games from Indian design schools document the path from architectural research to mechanic with measured playtest evidence. This project addresses that gap.

    Existing vs proposed

    • Existing approach in student games: setting chosen for look, mechanics borrowed from generic platformers, playtesting informal.
    • Proposed: architecture analysed first; the mechanic derived from how stepwells work; paper prototypes before code; greybox before art; four playtest rounds with a fixed protocol and metrics; art pass last.

    Feasibility

    • Technical: Unity's personal licence, Blender and ProBuilder are free; the water system uses a scripted plane with discrete levels rather than fluid simulation, keeping it stable on mid-range laptops.
    • Scope: one environment, three terraces, one mechanic — sized for a single designer in 20 weeks.
    • Evaluation: playtesters are classmates and first-year students recruited with informed consent.
  3. 1 min

    Problem statement

    Games that use Indian heritage architecture usually treat it as scenery — the player jumps and fights through temples and forts with mechanics unrelated to what those buildings were for. The design intelligence of structures such as stepwells, which were engineered around changing water levels, is lost. At the same time, student game projects often skip structured iteration: they go straight to art and code, discover late that the core loop is confusing, and have no evidence of what players actually experienced.

    This project asks: can the functional logic of a stepwell — terraces that appear and disappear as water rises and falls — be turned into a clear, learnable puzzle mechanic, and can a single designer take it from research to a polished, playtested vertical slice in one semester? Success is measured by whether playtesters learn the mechanic without text instructions, complete the slice, and describe the stepwell as part of the puzzle rather than as backdrop.

  4. 1 min

    Objectives & scope

    1. 01Study stepwell architecture (plan, section, terrace geometry, water management) and extract spatial rules usable as game mechanics.
    2. 02Define the core mechanic, controls and puzzle grammar in a game design document.
    3. 03Prototype the water-level mechanic on paper and as a board model before writing code.
    4. 04Build a greybox of three terraces in Unity with ProBuilder and a C# water-level system with discrete states.
    5. 05Run four rounds of playtesting with think-aloud protocol, completion-time and fail-point logging, and revise the level after each round.
    6. 06Model and texture the environment in Blender and complete lighting, audio and UI for a 15–20 minute playable slice.
    7. 07Document the process in a process document and portfolio for the degree-project jury.

    Scope

    In scope

    • One stepwell environment with three terraces: a tutorial, two puzzles and one combined final puzzle.
    • Core mechanic: sluice gates and counterweights that raise or lower water across discrete levels, floating platforms, submerged passages.
    • Third-person controller, camera with Cinemachine, interaction prompts, pause menu, save at terrace checkpoints.
    • PC Windows build; keyboard-mouse and gamepad through the Unity Input System.
    • GDD, playtest reports and process document.

    Out of scope

    • Full story campaign, combat, collectables economy.
    • Console or mobile builds.
    • Realistic fluid simulation (the water is a stylised, stepped system).
    • Localisation beyond English UI text.
  5. 1 min

    Methodology

    The project uses an iterative, playcentric design process: research → concept → paper prototype → greybox → playtest loop → art pass → polish. It runs for 20 weeks with guide reviews every two weeks.

    StageWeeksWorkOutput
    1. Research1–3Stepwell architecture (plans, sections, terrace proportions), puzzle-game analysis of three single-mechanic games, player surveyResearch board, mechanic candidates
    2. Concept & GDD4–5Core loop, controls, puzzle grammar, level beat chart, art direction referencesGDD v1
    3. Paper & board prototype6–7Cardboard terrace model with paper water layers; five testers solve puzzles by moving layersPrototype notes, revised puzzles
    4. Greybox8–11ProBuilder terraces, C# water-level manager, gates, platforms, checkpointsPlayable greybox
    5. Playtest loop10–15Four rounds, 5–6 testers each: think-aloud, completion time, fail points logged by a telemetry script to CSVPlaytest reports, level revisions
    6. Art pass14–18Blender modelling of steps, pavilions, carvings; texturing; lighting in URP; audioFinal environment
    7. Polish & jury18–20Bugs, performance, build, trailer capture, process document, portfolioBuild, documents, jury

    Playtest protocol: consent form; no instructions beyond controls; tester thinks aloud; observer notes confusions; the game logs time per puzzle and each reset to a CSV; a short post-play questionnaire covers clarity, difficulty and how testers perceived the setting.

  6. 1 min

    Architecture & tech stack

    • Unity 2022.3 LTS (URP)
    • C#
    • Blender
    • Unity Input System
    • ProBuilder
    • Cinemachine
    • Git + Git LFS (optional)
    • Figma (UI mock-ups)

    The project has two structures: the design process and the game's software architecture.

    flowchart TD
      A[Stepwell research] --> B[Mechanic candidates]
      B --> C[GDD: core loop and puzzle grammar]
      C --> D[Paper and board prototype]
      D --> E[Unity greybox]
      E --> F[Playtest round]
      F --> G{Clear, solvable, paced?}
      G -- no --> H[Revise level and mechanic]
      H --> E
      G -- yes --> I[Blender art pass and lighting]
      I --> J[Polish and PC build]
      J --> K[Process document, portfolio, jury]

    Runtime architecture (Unity)

    • WaterLevelManager holds the current level index per basin and raises events when it changes; water planes animate between preset heights.
    • Sluice gates and counterweights implement an IInteractable interface; interacting requests a level change from the manager.
    • FloatingPlatform and SubmergedPassage components subscribe to level events to rise, sink, open or block.
    • PlayerController uses the Input System action map for movement, interact and camera; Cinemachine handles the follow camera.
    • CheckpointSystem saves the basin levels and player position to a JSON file per terrace.
    • PlaytestLogger writes puzzle start, reset and completion timestamps to CSV in the persistent data path.
    flowchart LR
      P[PlayerController] -->|interact| G[Gate / Counterweight]
      G -->|request level change| W[WaterLevelManager]
      W -->|level changed event| F[FloatingPlatform]
      W -->|level changed event| S[SubmergedPassage]
      W --> C[CheckpointSystem]
      P --> L[PlaytestLogger]
      W --> L
  7. 6 modules

    Modules

    • Research & Game Design Document

      Architectural study of stepwell plans, sections and terrace proportions, analysis of single-mechanic puzzle games, and a GDD that defines the core loop, controls, puzzle grammar, level beat chart and art direction.

    • Paper & Board Prototype

      A cardboard terrace model with stacked paper water layers lets testers solve puzzles by hand before any code exists, exposing unclear rules and dead ends cheaply.

    • Water-Level System (C#)

      A WaterLevelManager with discrete level states per basin, gates and counterweights implementing an interaction interface, and floating platforms and submerged passages that react to level-change events.

    • Level Greybox & Puzzle Design

      Three terraces built in ProBuilder: a text-free tutorial, two puzzles introducing linked basins and floating platforms, and a combined final puzzle, each revised after playtests.

    • Playtesting & Telemetry

      A fixed protocol with consent, think-aloud observation and a post-play questionnaire, plus a PlaytestLogger that records completion times and resets to CSV for comparison across rounds.

    • Art, Lighting, Audio & Build

      Blender-modelled steps, pavilions and carved niches with tiling stone textures, URP lighting for time of day, ambient water audio, UI, and a Windows PC build.

  8. Locked

    Presentation

    12 slides with speaker notes. The outline below is free; the bullets, notes and the generated .pptx unlock with the project.

    1. Kalyani: Stepwell Puzzle Vertical Slice
    2. Why stepwells
    3. Research
    4. Core mechanic & loop
    5. GDD highlights
    6. Paper prototype
    7. Greybox
    8. Playtesting
    9. Iterations
    10. Art pass
    11. Live demo
    12. Conclusion

    Bullets, speaker notes and the .pptx download unlock with the project.

    Presentation is locked: 12 slides, Speaker notes, .pptx download.

  9. 1 min

    Future scope

    • Add two more terraces introducing monsoon rainfall as a timed water input.
    • Build an accessibility pass: remappable controls, subtitles for audio cues, colour-blind-safe gate markers.
    • Port to Android with touch controls and adapt the camera for small screens.
    • Collaborate with a heritage organisation for an exhibition version with an architecture mode explaining real stepwells.
    • Replace the discrete water planes with a shader-driven surface for smoother transitions.
  10. 6 sources

    References

    1. Unity Manual (2022.3 LTS)
    2. Blender Manual
    3. Schell, J. — The Art of Game Design: A Book of Lenses
    4. Fullerton, T. — Game Design Workshop: A Playcentric Approach to Creating Innovative Games
    5. Swink, S. — Game Feel: A Game Designer's Guide to Virtual Sensation
    6. Livingston, M. and Beach, M. — Steps to Water: The Ancient Stepwells of India

    Cite this bundle

    OnlyProjects. (2026). Kalyani: A Stepwell Water-Level Puzzle Adventure — Game Vertical Slice (Unity/Blender): M.Des Game Design project bundle [Educational resource]. https://onlyprojects.online/projects/mdes-game-stepwell-water-level-puzzle-vertical-slice

Slides, diagrams & files

12 slides. Titles are free; bullets, speaker notes and the .pptx unlock with the project.

  1. SLIDE 1

    Kalyani: Stepwell Puzzle Vertical Slice

  2. SLIDE 2

    Why stepwells

  3. SLIDE 3

    Research

  4. SLIDE 4

    Core mechanic & loop

  5. SLIDE 5

    GDD highlights

  6. SLIDE 6

    Paper prototype

  7. SLIDE 7

    Greybox

  8. SLIDE 8

    Playtesting

  9. SLIDE 9

    Iterations

  10. SLIDE 10

    Art pass

  11. SLIDE 11

    Live demo

  12. SLIDE 12

    Conclusion

Architecture diagrams · 2

1
flowchart TD
  A[Stepwell research] --> B[Mechanic candidates]
  B --> C[GDD: core loop and puzzle grammar]
  C --> D[Paper and board prototype]
  D --> E[Unity greybox]
  E --> F[Playtest round]
  F --> G{Clear, solvable, paced?}
  G -- no --> H[Revise level and mechanic]
  H --> E
  G -- yes --> I[Blender art pass and lighting]
  I --> J[Polish and PC build]
  J --> K[Process document, portfolio, jury]
2
flowchart LR
  P[PlayerController] -->|interact| G[Gate / Counterweight]
  G -->|request level change| W[WaterLevelManager]
  W -->|level changed event| F[FloatingPlatform]
  W -->|level changed event| S[SubmergedPassage]
  W --> C[CheckpointSystem]
  P --> L[PlaytestLogger]
  W --> L

Files

Viva questions & answers

3 of 16 questions free. Explain each answer in your own words before you move on.

  1. Concept

    What is a vertical slice, and why did you make one instead of a full game?

    A vertical slice is a short, fully playable section at final quality across mechanics, art, audio and UI. It proves the game's core idea and production pipeline. For a 20-week solo project it lets me show depth of iteration on one mechanic rather than a shallow, unfinished full game.

  2. Concept

    Why is water level the only core mechanic?

    Stepwells are defined by how their space changes with water level, so one rule carries the setting's meaning. Research on single-mechanic puzzle games showed that exploring one rule in depth keeps the game learnable and lets each puzzle add a twist instead of new controls.

  3. Concept

    How does your game avoid using heritage as decoration?

    The terrace geometry, symmetry and sluice logic are the puzzle itself. Playtesters had to read the stepwell's architecture — which steps are lower, which basins connect — to solve puzzles, and several described the building as the puzzle in the questionnaire.

+13 more questions

They and the answers unlock with the project. Try answering the ones above yourself first. Your examiner will.

For educational purposes only. Use this bundle to understand how the project works, then build and write your own. Submitting it verbatim is between you, your conscience and your external examiner.