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Mischief Managed

TWO-PLAYER CO-OP GAME • UNITY, C#, WWISE

Mischief Managed: classroom chaos for two

Role: Main developer in a four-person team

My work: Player controls, timed orders, scoring and progression, scene flow, controller support, and gameplay integration

Project stack: Unity, C#, Blender, Wwise

Mischief Managed is a local co-op game about completing magical classroom tasks before time runs out. Two players gather items, prepare them at stations, and deliver the requested result. Completed orders earn points; the end-of-level report awards stars and unlocks the next classroom.

The design challenge

Potions and Divination need different ingredients and tasks, but players should not have to relearn the controls in each room. We built a shared interaction system for picking up, placing, processing, combining, and handing in items, then configured each classroom's stations and recipes separately.

What I built

  • Two-player controls: Movement, item interaction, and dash actions with split-keyboard and gamepad support. I also refined controller detection and menu navigation during integration.
  • Timed orders: Room-specific requests appear as cards with ingredients, process hints, and countdown bars. The order system draws from the recipes available in each classroom.
  • Progression: A round timer and score feed the report card and star ratings. Persistent state carries earned stars through the hub and controls the next room's unlock.
  • Scene flow and polish: I implemented persistent scene loading with fades and worked across the classroom scenes, order UI, item placement, and gameplay feedback to bring the systems together.

Working as a team

The project combines gameplay code with teammates' station work, original 3D characters and props, room design, and Wwise audio. Integrating those pieces meant resolving overlapping input behaviour and making item pickup and placement reliable across shared scenes. The result is a common gameplay loop that supports two distinct classrooms.