Planet of Twins

My Role Producer, Developer & Designer
Team Two people
Status In Active Development
Platform PC
Engine Unity 6 · URP · C#
Timeline Oct 2023 – Present

Planet of Twins is an original single-player action-adventure game, inspired by Binary Land on the NES. You control two twins at once, Kai and Lyra, and they have to stay close to survive. The further apart they drift, the faster their shared health drains. Every system in the game is built around that one bond.

This is the project where every part of my background meets. I own the roadmap, run the sprints, do the playtesting, and track the KPIs end to end. I also build it: the systems below are ones I designed and wrote myself. I am the producer, the developer, and the player who cares about whether the game actually feels right.

A look at the game in motion:


How I Run It

  • Full production ownership: I define the scope, build the roadmap, plan every sprint, break down the tasks, and track milestones across the project.
  • Playtest-driven iteration: I ran a structured 13-player playtest, collected behavioural and qualitative data on player flow, ability comprehension, and pacing, identified 4 critical friction points, and designed a targeted fix for each before committing development time.
  • Business case: I built a formal Business Case and investment pitch covering the unique mechanics, market positioning, MSP, and a roadmap toward a funded vertical slice.

  • The Core: One Player, Two Twins

    System I built
  • Dual-character control: The player moves both twins together and switches which one is active for abilities. I built the input layer, the selection system, and the mirrored-movement handling so two characters read as one connected unit.
  • Proximity-based shared health: Both twins draw from a single health pool, and the distance between them drains it on a tuned curve. This is the tension the whole game runs on, so I built the distance calculation, the drain zones, and the upgrade-aware modifiers from the ground up.

  • Enemy AI: A Hybrid Brain Per Enemy

    System I designed and wrote
  • GOAP + Behaviour Tree + FSM: Each enemy type runs its own brain. A goal-oriented planner sits on top and decides what to do, then hands execution down to a behaviour tree or state machine. This is the system I am proudest of, and it is the clearest proof of how I think about problems.
  • An emergent enemy ecology: On top of the per-enemy brains I built shared systems for mood, social bonds between enemies, points of interest, and a faction-energy resource. Enemies even fight each other through a clan-war behaviour when no twin is nearby.
  • Built on a reusable framework: The decision systems share a blackboard and a service locator, so the AI is decoupled and reusable rather than hard-wired to this one game.

  • Story, World & Cinematics

  • The premise: The twins are torn apart when the villain inverts an ancient curse. Where it once bound twins together, the planet now pulls them apart, and the corrupted people around them become the enemies. The twins fight their way back to restore the bond. Defeated enemies were once neighbours, so their freed souls power the twins, and the kills are framed as grief rather than triumph.
  • I wrote the narrative and built the cinematics using Unity's Cinemachine across the key story beats, including an intro sequence that teaches the twin relationship through an in-world catastrophe instead of a tutorial prompt.

  • Abilities & Rescue Tension

    System I built
  • Weaver's Gate, the rescue ability: When one twin is downed or trapped, the player has to save them before a countdown runs out. The free twin opens a gate and a soul crosses to the dying twin, and the player mashes to complete the rescue against the clock. I built the whole rescue state machine, the soul travel, and the failure conditions. It is the moment the proximity bond pays off under real pressure.
  • Character progression: Both twins gain abilities through a skill tree as the player progresses, which feed into both puzzle-solving and combat. The unlocks, the points, and the upgrade-aware tuning all run through systems I wrote.

  • Production Artefacts

  • Planet of Twins is built as a fundable product, not just a demo. Below are the development plan, roadmap, and a look ahead at planned expansions, the kind of artefacts a producer is judged on.
  • Development plan Roadmap Planned expansions