CUBE CUT: MAKING YOUR FUTURE
Platform: Mobile
Release: 2018
Availability: Google Play, App Store
Genre(s): Puzzle
Mode(s): Single-player
Team Size: 7
Engine: Unity
Role(s): Primary Designer, Content Design, Puzzle Design, Playtesting, System Design, UI Design, UX, Concepting, Writing, Quality Assurance
Overview
Cube Cut is a spatial reasoning puzzle game that introduces players to modern, advanced manufacturing by challenging them to transform a raw cube into a finished part using 2D plans. Players rotate, inspect, and cut away material one block at a time, mirroring the precision and decision-making required in machining and CNC milling.
I contributed to concept development, level design, writing, SME collaboration, and the overall puzzle structure, helping translate real manufacturing principles into a simple, engaging mechanic. I created and implemented the full set of levels, developed the tutorial flow, wrote all narrative and educational content, and worked closely with SMEs to ensure the game reflected authentic manufacturing practices.
A Spatial Reasoning Puzzle for Exploring Advanced Manufacturing
4-min read
This page covers:
Subject-matter-based concept development
Mechanics-first design
Puzzle design
Playtesting and iteration
Concept & Objective
The client initially requested a large exploratory app showcasing advanced manufacturing environments and careers.
Our goals were:
Dispel common misconceptions about manufacturing
Introduce the variety of roles and pathways in advanced manufacturing
Highlight the precision and problem-solving central to the field
Create gameplay that encourages hands-on thinking
A modular manufacturing floor layout as seen in one of several informational videos in Cube Cut. [1]
Site Visits & Discovery
To understand modern manufacturing processes, our team conducted six weeks of site visits across seven facilities, interviewing employees ranging from CEOs to apprentices.
I documented these visits through reference photos, videos, and notes, and participated in multiple focus groups. However, after early research and technical planning, we realized the original scope wasn’t feasible and pivoted toward a game-first approach that still communicated the realities of the industry. The immersive research we had done grounded our design decisions, exposed us to real workflows, and ultimately led to the pivotal discovery that shaped the final game: a photograph of a small steel cube undergoing a precision machining test.
Cube Cut still helps reframe manufacturing as a thoughtful, detail-oriented process without exploring every facet of the subject. Instead, it uses a tactile puzzle mechanic inspired by the NIMS Step Block Test, a real assessment used to evaluate machining competency.
This isn't the original photo that inspired the gameplay, but it's very similar [2]
Prototyping & Finding the Mechanic
During an intense brainstorming session, we revisited our field materials and aligned around a core truth: advanced manufacturing is about carefully transforming raw materials into something very specific. Every little, seemingly insignificant piece of anything you can think of, like a screw used to attach a handle to a pan or the hinge in a shaving razor, needs to be intentionally manufactured. If the piece doesn't fit by the thinnest of margins, then the product doesn't work.
This insight led to the mechanic that defines Cube Cut:
Use spatial reasoning to translate 2D plans into a 3D object by cutting away pieces of a cube.
A simple, satisfying mechanic.
Subject-Matter-Informed Mechanics
Working with SMEs, we solved key design questions:
What happens when a player makes a mistake?
In real machining, you can always take more off but you can't put more on. We embraced this principle. A bad cut creates scrap, which impacts score and progression.
How do we score accuracy?
Scrap is tracked and integrated into unlocks, mirroring real scrap budgets in manufacturing plants. You can get through the game with a lot of scrap, but you need to be perfect if you want to unlock new cubes.
This aligned the game with authentic industry expectations while delivering a clean, intuitive puzzle loop.
Puzzle Design & Implementation
Designing levels required careful visualization of how 2D plans translated to 3D forms. To streamline this, I built a custom setup in 3ds Max with pre-rotated instances of the main cube. By deleting geometry directly in the model, I could preview exactly what a player would see from each side.
My contributions included:
Designing and implementing all 27 levels in the initial release
Creating tutorial levels that teach mechanics with minimal instruction
Designing three curated levels for the custom plan maker
Documenting level versions, solutions, and assets
Playtesting confirmed that the tutorial flow effectively taught the mechanic through hands-on thinking, a key design goal.
The first three puzzles, designed to teach the player how to play.
My game art background helped me find ways to rapidly iterate puzzle design.
Content & Writing
To help make the experience more relatable and introduce important content, we introduced Janelle, a character who appears between sets to share insights about working in advanced manufacturing.
I wrote all narrative interstitials, as well as the educational “Learn More” sections, which were reviewed and validated by SMEs. These provided players with real-world context and optional deeper dives into manufacturing careers, tools, and processes.
Playtesting & Insights
Playtests surfaced several important usability findings:
Players didn’t always realize they could cut all the way through the cube
Some didn’t think to tap the cube, even after rotating it
A subset of players got stuck on early levels
These insights guided several refinements:
Added a single, minimal instruction line in the tutorial
Extended axis lines in the plans to better imply through-cuts
Added an optional hint after repeated scrap in early levels
Increased visual clarity of plan diagrams
I personally witnessed more "Aha!" moments from playtesters during the development of this project than any other that I've worked on. Seeing gameplay click with players is one of my favorite things about making games, but more importantly it assures me that the game is genuinely fun.
Iteration & Opportunities
Later refinements focused on clarity, accessibility, and smoother onboarding. The addition of the soundtrack, by an artist named none other than Delete the Cube, helped reinforce the game’s methodical, industrial tone.
Future opportunities include:
Deepening the logic and sequential reasoning used in real machining
Highlighting what the final, manufactured parts are used for
Expanding tutorial clarity without removing the joy of discovery
Key Takeaways
Mechanic-first design can reveal unexpectedly compelling learning experiences
Real-world subject matter can inspire focused, elegant gameplay
Minimal instruction is powerful but must be carefully balanced against frustration
Authentic constraints (like scrap and irreversible cuts) enhance both learning value and tension
This project remains a team favorite for its clarity, focus, and satisfying puzzle loop
[1] Career Spotlight Machining
[2] NIMS Mill 2.5 "Step Block" - Lecture
Commercial material used under fair use for portfolio purposes. © 2025 Bryon Lagania