A small rat, a giant threat
Lost follows a rat trying to escape a giant snake in the sewers. The game was developed by our nine-person team using Liberation Engine 3D. My work combined gameplay-system implementation with level and asset integration, supported by the native C++ scripting workflow I designed for the engine.
Building the final chase sequence
I worked on the final chase scene and its layout. My contribution history records the scene’s introduction, integration of sewer environment assets and materials, and successive layout revisions through March 2025. This work assembled the environment and scene configuration for the game’s concluding escape sequence.
Checkpoints and respawning
I added checkpoint and respawn components and systems, alongside changes to health handling and the player controller. These contributions established gameplay support for returning the player after failure, connecting player state to the scene’s recovery flow.
Water interactions and collision fixes
My gameplay work includes water components and systems, collision-layer configuration and subsequent fixes to water colliders and bouncing behaviour. These changes crossed the boundary between gameplay scripts, physics integration and scene configuration.
Integrating the rat character
I worked on model-loading updates and integration of revised rat models, textures and materials. The log also records changes to animation control and player audio, including the player squeak. My contribution here was integrating the team’s character assets and supporting systems into the game.
Connecting gameplay systems and presentation
Additional contributions include light-blink components and systems, and work introducing grapple and pressure-plate components and systems alongside interactable-object changes. These sat within a shared gameplay codebase built by the team. My work also included game export and deployment fixes connecting the editor project to its standalone application.
The engine behind the game
Lost runs on Liberation Engine 3D. I designed the native C++ scripting-engine workflow and contributed reflection, asset preparation, editor tooling and graphics integration. The companion engine page covers those systems; this page focuses on my logged contributions to the playable game.