001

Last Night In Lagos

Set against the vibrant backdrop of Lagos nightlife, Last Night in Lagos follows a young woman's journey through ambition, identity, and social perfor

002

Queen Idia

For the Ul, I focused on crafting a visual language that felt intuitive to players and also honored the historical and cultural context of the game. B

003

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I built EcoTrace, a CRUD climate action app for my cloud programming class. It empowers you to fight climate change by tracking your weekly footprint

004

Greenhouse Monitor

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005

Web3 Precious Gem Trading Site.

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November 2025

Last Night In Lagos

Published

November 14, 2025

Technologies

Twine Unity C# Figma Yarn Spinner Adobe Illustraator Photoshop Procreate Canva

A narrative choice-based game built in Unity using Yarn Spinner, set in Lagos. Players navigate social scenarios, manage money and likability, and make decisions that affect the story.

Technical Architecture:

I built a modular system using singleton managers for persistent state:

  • MainGameManager: Persistent stats (money, likability, player name) with animated UI counters, floating text feedback, and real-time Yarn variable synchronization
  • CheckpointManager: Save/restore system using reflection to capture all Yarn variables, enabling retry from decision points
  • YarnCommands: Custom command handlers bridging Yarn scripts to Unity systems (background changes, scene transitions, purchases, checkpoint management)

Core Systems:

Dialogue & Narrative:

  • Integrated Yarn Spinner for branching dialogue
  • Custom Yarn commands for gameplay
  • Dynamic background transitions
  • Chapter-based structure with stat preservation between chapters

Economy & Stats:

  • Real-time money and likability tracking with visual feedback
  • Purchase system

Mini-Games:

  • Hidden Object Game (Okrika): Timer-based with click penalties, zoom controls, and checklist UI
  • Stealth Game (Packman): Steal mechanics with NPC line-of-sight detection, progress tracking, and mobile-friendly touch input

Creative Implementation:

  • Smooth scene transitions with fade effects
  • Persistent UI that shows/hides based on scene context
  • On-screen keyboard for mobile input
  • Audio feedback for stat changes
  • Chapter 3 stat backup/restore for narrative replayability
  • Crafted and implemented custom design system

The architecture supports narrative flexibility while maintaining technical reliability across multiple chapters and mini-games.