

CORA
A 2.5D multi-plane metroidvania about confronting anxiety through play.
Game Development Intern at Taralumen Games · Unity 6, C#
Apr 2025 – Mar 2026 · Under NDA
Project Overview
Type
Genre
Role
Team
Duration
Engine
Tools
Internship Project
3rd Person Action Shooter
Game Development Intern
Reporting to CEO and board
Apr 2025 - Mar 2026
Unity 6
C#, Unity 6, Git, Trello
Project Description
CORA is a 2.5D multi-plane adventure game about navigating depth and solving puzzles across overlapping planes of space. Its mechanics, levels, and narrative teach players to confront anxiety using real-world coping strategies.
Over the internship I completed a fully-fledged demo: 3 environment levels and 30+ production-ready mechanics, delivered across 40+ playable builds on a twice-weekly review cadence, iterating directly on CEO and board feedback. That demo is now the reference build a co-development studio is using for official production.
I built the codebase for constant iteration, using modular systems, swappable behavior, and custom tooling, so designs could change without the architecture fighting back.
What I Built
The codebase. Why it was built for constant change is in Designing to Stick With You, below.
The build is under NDA. The architecture is what I can show.
The defining constraint was the cadence. Twice-weekly reviews for a year, 40+ playable builds, and any mechanic could be revised or cut between one review and the next.
A codebase optimized for the design you have is the wrong target when the design moves every three days. The real requirement was absorbing change cheaply: 6,208 lines across 67 scripts, built so I could swap a mechanic without touching the systems around it.
Selected Files
Designing to Stick With You
The design problem my time at Tarallumen is built around.
CORA teaches real anxiety coping mechanisms, and the design question is whether any of it survives the player closing the game.
The enemies represent anxiety. The abilities counter them, and each one maps to a real active relief technique.
The player practices the coping mechanism repeatedly, because it's how you win the fight. The story covers the same ground, so mechanic and narrative argue for the same thing.
Teaching without a wall of text
The cheap version of this game explains itself in a tutorial popup. That fails twice: nobody reads it, and a lecture about anxiety is the opposite of the experience I wanted.
So everything teaches diegetically. The player learns a technique by needing it, using it, and watching it work on something that was hurting them a second ago.
Designing for a very wide audience
CORA is aimed at a wide audience, young children included. That set a hard bar on ease of use and how fast the game is to pick up, and it's why the build went through 40+ playable versions on a twice-weekly review cadence.
If a mechanic needed explaining, it wasn't finished. That standard is what most of those 40+ builds were spent on, and it's the reason the demo became the reference build a co-development studio is now working from.
Outcome
Open to Summer 2027 internships and new-grad gameplay engineering & design roles.
malachykennedy1@gmail.com
github.com/malachek
linkedin.com/in/malachykennedy


CORA
A 2.5D multi-plane metroidvania about confronting anxiety through play.
Game Development Intern at Taralumen Games · Unity 6, C#
Apr 2025 – Mar 2026 · Under NDA
Project Overview
Type
Genre
Role
Team
Duration
Engine
Tools
Internship Project
3rd Person Action Shooter
Game Development Intern
Reporting to CEO and board
Apr 2025 - Mar 2026
Unity 6
C#, Unity 6, Git, Trello
Project Description
CORA is a 2.5D multi-plane adventure game about navigating depth and solving puzzles across overlapping planes of space. Its mechanics, levels, and narrative teach players to confront anxiety using real-world coping strategies.
Over the internship I completed a fully-fledged demo: 3 environment levels and 30+ production-ready mechanics, delivered across 40+ playable builds on a twice-weekly review cadence, iterating directly on CEO and board feedback. That demo is now the reference build a co-development studio is using for official production.
I built the codebase for constant iteration, using modular systems, swappable behavior, and custom tooling, so designs could change without the architecture fighting back.
What I Built
The codebase. Why it was built for constant change is in Designing to Stick With You, below.
The build is under NDA. The architecture is what I can show.
The defining constraint was the cadence. Twice-weekly reviews for a year, 40+ playable builds, and any mechanic could be revised or cut between one review and the next.
A codebase optimized for the design you have is the wrong target when the design moves every three days. The real requirement was absorbing change cheaply: 6,208 lines across 67 scripts, built so I could swap a mechanic without touching the systems around it.
Selected Files
Designing to Stick With You
The design problem my time at Tarallumen is built around.
CORA teaches real anxiety coping mechanisms, and the design question is whether any of it survives the player closing the game.
The enemies represent anxiety. The abilities counter them, and each one maps to a real active relief technique.
The player practices the coping mechanism repeatedly, because it's how you win the fight. The story covers the same ground, so mechanic and narrative argue for the same thing.
Teaching without a wall of text
The cheap version of this game explains itself in a tutorial popup. That fails twice: nobody reads it, and a lecture about anxiety is the opposite of the experience I wanted.
So everything teaches diegetically. The player learns a technique by needing it, using it, and watching it work on something that was hurting them a second ago.
Designing for a very wide audience
CORA is aimed at a wide audience, young children included. That set a hard bar on ease of use and how fast the game is to pick up, and it's why the build went through 40+ playable versions on a twice-weekly review cadence.
If a mechanic needed explaining, it wasn't finished. That standard is what most of those 40+ builds were spent on, and it's the reason the demo became the reference build a co-development studio is now working from.
Outcome
Open to Summer 2027 internships and new-grad gameplay engineering & design roles.
malachykennedy1@gmail.com
github.com/malachek
linkedin.com/in/malachykennedy
Project Overview
Type
Genre
Role
Team
Duration
Engine
Tools
Internship Project
2.5D Platformer Metroidvania
Game Development Intern
Reporting to CEO and board
Apr 2025 - Mar 2026
Unity 6
C#, Unity 6, Git, Trello
Project Description
CORA is a 2.5D multi-plane adventure game about navigating depth and solving puzzles across overlapping planes of space. Its mechanics, levels, and narrative teach players to confront anxiety using real-world coping strategies.
Over the internship I completed a fully-fledged demo: 3 environment levels and 30+ production-ready mechanics, delivered across 40+ playable builds on a twice-weekly review cadence, iterating directly on CEO and board feedback. That demo is now the reference build a co-development studio is using for official production.
I built the codebase for constant iteration, using modular systems, swappable behavior, and custom tooling, so designs could change without the architecture fighting back.
What I Built
The codebase. Why it was built for constant change is in Designing to Stick With You, below.
The build is under NDA. The architecture is what I can show.
The defining constraint was the cadence. Twice-weekly reviews for a year, 40+ playable builds, and any mechanic could be revised or cut between one review and the next.
A codebase optimized for the design you have is the wrong target when the design moves every three days. The real requirement was absorbing change cheaply: 6,208 lines across 67 scripts, built so I could swap a mechanic without touching the systems around it.
Selected Files
Designing to Stick With You
The design problem my time at Tarallumen is built around.
CORA teaches real anxiety coping mechanisms, and the design question is whether any of it survives the player closing the game.
The enemies represent anxiety. The abilities counter them, and each one maps to a real active relief technique.
The player practices the coping mechanism repeatedly, because it's how you win the fight. The story covers the same ground, so mechanic and narrative argue for the same thing.
Teaching without a wall of text
The cheap version of this game explains itself in a tutorial popup. That fails twice: nobody reads it, and a lecture about anxiety is the opposite of the experience I wanted.
So everything teaches diegetically. The player learns a technique by needing it, using it, and watching it work on something that was hurting them a second ago.
Designing for a very wide audience
CORA is aimed at a wide audience, young children included. That set a hard bar on ease of use and how fast the game is to pick up, and it's why the build went through 40+ playable versions on a twice-weekly review cadence.
If a mechanic needed explaining, it wasn't finished. That standard is what most of those 40+ builds were spent on, and it's the reason the demo became the reference build a co-development studio is now working from.
Outcome
Open to Summer 2027 internships and new-grad gameplay engineering & design roles.
malachykennedy1@gmail.com
github.com/malachek
linkedin.com/in/malachykennedy