The Mansion
The Mansion - PVP Asymmetrical Game
Time: Sep 2023 - Dec 2023
Roles: Game Designer, Programmer
Tools: Unity
The Mansion is a two-player asymmetrical PvP game developed over a semester by a five-person cross-disciplinary team. One player controls a little girl in an action-adventure style, while the other plays as a ghost leader using strategy to control spirits. Built in two-week sprints, the game explores virtual and augmented reality gameplay using controller and mouse/keyboard.
Time: Sep 2023 - Dec 2023
Roles: Game Designer, Programmer
Tools: Unity
The Mansion is a two-player asymmetrical PvP game developed over a semester by a five-person cross-disciplinary team. One player controls a little girl in an action-adventure style, while the other plays as a ghost leader using strategy to control spirits. Built in two-week sprints, the game explores virtual and augmented reality gameplay using controller and mouse/keyboard.
Main Contribution:
Narrative Design
You are a girl who tries to retrieve your dead grandma's memory pieces (three objects) by venturing into the haunted antient Chinese mansion; and you are a monster residing in the mansion trying to kill the girl who intrudes on your territory...

Game Mechanism
The Mansion is a two-player asymmetrical PvP game rooted in traditional Chinese folklore and architecture. One player, in third-person view, controls a girl seeking her late grandmother’s lost treasures. The other, in a top-down god view, plays a spirit strategically commanding monsters and traps to stop her. Combining distinct gameplay perspectives with cultural aesthetics, the game offers a unique, competitive experience using controller, keyboard, and mouse.
The Mansion is a two-player asymmetrical PvP game rooted in traditional Chinese folklore and architecture. One player, in third-person view, controls a girl seeking her late grandmother’s lost treasures. The other, in a top-down god view, plays a spirit strategically commanding monsters and traps to stop her. Combining distinct gameplay perspectives with cultural aesthetics, the game offers a unique, competitive experience using controller, keyboard, and mouse.
- Player A: third person perspective
- Player A needs to be quick-minded and prone to action
- player B: god view
- Player B needs more brain, but also need to make decision in a timely manner.
Level Desgin![]()
Player A enters the entrence from the left hand side with a beginning tutorial. By collecting three treasures A, B, and C and exit through the top left, player A can reach a success escape. Player b will be in charge of controlling the monsters within the maze.

Player A enters the entrence from the left hand side with a beginning tutorial. By collecting three treasures A, B, and C and exit through the top left, player A can reach a success escape. Player b will be in charge of controlling the monsters within the maze.
Characters
protagonist
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Bride Monster

Big Head Monster

Hand Monster

Code construction:
Action state:
Status
Tracking
UI
Action state:
-
Enemy state
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Player state
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state modifiers
Status
Tracking
UI
As a programmer on the team, I am specifically in charge of the game play in C# and Unity using Controller.
Action state
- Enemy state (Enemy attack, death, hurt, idel, rotate around player, and set position)
- Player state (Player attack1,2,3, death, dodge, hurt, and idle
- state modifiers (Player state: hold input, stamina control. State: add force, animation control, hitbox control, hurtbox control, invicibillity, locomotion control, modifier, specific cancel)

Locomotions:
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CharacterLocomotion (character speed, force, rotation, ground gravity, weight, nav agent, and update position)
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EnemyLocomotion (Enemy movement and rotation)
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PlayerLocomotion (Player movement and rotation)
- RootMotionToLocomotion
Status:
-
Enemystatus (If enemy health is below 0, enemy defeated)
-
Hitbox (Hit direction, invoke hit result and hurt box)
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Hurtbox (Hit result after getting hit including knock back action, direction respond to hit)
- Playerstatus (Calculate the status of player, including player’s heath, death, and stamina recovery)
Tracking:
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MouseTrackPosition (Track player B’s mouse position)
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MouseTrackUI (Track player B’s mouse position and reflect with UI)
- SetNewPoint (While player B click on a position, the enemy will spawn)
UI:
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GUIManager (this is in charge of the healthUI and the staminaUI)
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MenuOption (in charge of the option selection in the beginning scene where player can start the scene, select difficulties, get instructions on how to play the game, see credit page)
- MenuUIManager (this is an alighment script that is applied to aligh size of the UI)
Festival plan:

