Index
Self-initiated2019–2020

Alien Scout

A modular videogame prototype conceived in a programming class, developed as a bachelor's thesis in animation and digital art, then iterated for national competition. From design thinking on paper to level design in Mario Maker to solo Unity programming with assets and collaboration.

01  —  Context

Alien Scout started in a programming class where I learned Unity and OOP. The idea was strong enough to take as a thesis in animation and digital art at Tec de Monterrey. Using design thinking as my method, I moved it from conceptual prototype (paper) through level design (Mario Maker) into a playable 3D game built in Unity.

02  —  Brief & Constraints

Create a modular videogame prototype using design thinking; prove the concept through iterative design and programming.

03  —  Approach

Design thinking to frame a modular prototype in paper. Level design testing in Mario Maker to validate the core loop and difficulty progression. Solo programming in Unity using Asset Store resources, with collaboration and feedback from peers and professors. The second version competed in VJMX (national video game competition), carrying forward the learnings from the first.

04  —  Key Decisions

  1. 01

    Design thinking as the framework

    Approached the game as a service problem — what is the player's journey? What are the moments of mastery, failure, joy? Every mechanic flowed from that question.

  2. 02

    Prototyping at different fidelities

    Paper prototype → Mario Maker level design → Unity implementation. Each layer answered different questions: Does the concept work? Does the flow work? Can it be built and played?

  3. 03

    Collaboration as part of the method

    Solo on programming, but open to feedback and collaboration on design. Professors and peers shaped the direction. That support — and the formal recognition (honor mention) — validated the approach.

06  —  Reflection

A project that grew across formats and contexts — from classroom to thesis to national competition. The curiosity that drives my work showed up here too: how do you move an idea from concept to reality? What tools help you ask better questions at each stage? The game itself was secondary to what I learned about designing systems, collaborating across disciplines, and building something that others could play and feel.