GROUND UP CONSTRUCTION
Platform: Mobile
Release: 2019
Availability: Google Play, App Store
Genre(s): Puzzle
Mode(s): Single-player
Team Size: 10
Engine: Unity
Role(s): Lead Designer, Content Design, Puzzle Design, Playtesting, System Design, UI Design, UX, Concepting, Writing, Quality Assurance
Overview
Ground Up Construction is a puzzle game built around pentomino shapes, designed to engage players in spatial reasoning and attention to detail through the lens of commercial construction.
I developed levels, tutorials, and UI systems, iterating with playtests to ensure learning objectives and gameplay mechanics were tightly integrated.
Across 100 levels, players place varied building blocks according to detailed plans, simulating real-world trade skills while exploring career pathways in the construction industry.
A Pentomino Puzzler for Workforce Development
3-min read
This page covers:
Puzzle design and rapid prototyping
Onboarding and tutorial development
UI design challenges and solutions
Iterative playtesting and refinement
Concept & Design Goals
Our client, the Master Builders’ Association of Western Pennsylvania, sought a hands-on experience that would:
Emphasize building something tangible
Provide clear information about construction careers
Reinforce positive messaging and counter stereotypes
Avoid focusing on any single trade, reflecting the diversity of commercial construction
We identified key aptitudes relevant across trades, such as attention to detail, spatial reasoning, and understanding materials. These guided the gameplay concept: players follow detailed plans, select appropriate building blocks, and place them correctly to complete structures.
Early Prototyping
Inspired by the shape variety in Tetris-like puzzles, we chose pentominoes to represent building blocks. Due to their complexity, we removed the gravity and queuing mechanics. So unlike Tetris, the absence of time pressure and access to shapes allowed more thoughtful placement.
Pentominoes [1]
I created a paper prototype using Photoshop and Google Slides, where testers arranged pentomino pieces on grids to solve puzzles. This low-tech approach enabled rapid iteration and easy sharing across the team. It even resulted in team members creating new levels.
UI Design
Designing an interface to manage 12 unique pentomino pieces with rotation and flipping posed challenges. After numerous mockups, we developed a diegetic UI that displays the building plan, toolbox (block selection), and construction site simultaneously.
This approach was inspired by real construction blueprints shared by our client, grounding the gameplay in authentic trade practices.
The interface as it appears in the released game.
Playtesting & Feedback
Playtests with the target demographic revealed key insights:
Flipping and mirroring blocks was often overlooked and needed clearer onboarding
Puzzle difficulty ramped up too quickly, leading to frustration
Players were sometimes unsure about the final structure they built
Some blocks were rarely used, sparking “aha” moments when players explored options
Attempts to move already placed blocks highlighted potential interface improvements
Iteration & Refinement
In response, we:
Created tutorial levels explicitly focused on teaching core mechanics
Opened level design to the whole team via slide prototypes for easy iteration
Designed levels to gradually introduce mechanics and pieces
Collaborated with art to ensure completed buildings looked meaningful
Attempted to manage constraints that prevented movable placed blocks
Subsequent playtests showed improved player progression and engagement, with increased player communication about the game.
Level Building
I designed and implemented the first 50 levels, carefully ordering them to support learning the game’s mechanics and rules. I also designed many other levels alongside teammates. Level data was entered via arrays in Unity, where each value corresponded to a specific art asset shaping the completed building’s appearance.
I also managed documentation for level concepts, solutions, versions, and notes.
There are often multiple ways to solve the same puzzle.
Interstitial Content & Writing
To provide career resources and positive messaging, we incorporated interactive quizzes between levels featuring a character representing the target audience.
I wrote these cutscenes and quiz content, along with digestible trade information cards available in the game’s resource section.
Release & Retrospective
Ground Up Construction launched on major app stores. Reflecting on the project, I see opportunities for improvement:
Enhancing building dynamics with movable or “falling” blocks (I explored this via a GameMaker prototype post-release)
Explicit tutorial for deleting blocks
Experimenting with nonlinear difficulty curves by mixing easy, medium, and hard puzzles
Highlighting multiple valid solutions to encourage player creativity
Improving feedback and reward systems, including sound design
Increasing accessibility of block differentiation beyond subtle color cues
Adding a level editor to empower player creativity
Evaluating the effectiveness of interstitial quizzes
Key Takeaways
Flexible paper prototypes accelerate design iteration and team collaboration
Puzzle design benefits from gradual onboarding of mechanics
Players engage more deeply when educational content meaningfully enhances gameplay
[1] R. A. Nonenmacher All_18_Pentominoes.svg License: CC BY-SA 4.0
Commercial material used under fair use for portfolio purposes. © 2025 Bryon Lagania