The irritation
Ernie began with a stubborn visual joke: what would a heroic game feel like if its hero moved at the pace of a garden snail?
A character-driven 3D game about a determined snail, built through years of level design, behavior systems, hazards, and iteration.

Built because…
Ernie began with a stubborn visual joke: what would a heroic game feel like if its hero moved at the pace of a garden snail?
I developed an eleven-level campaign with stamina, power-ups, salt hazards, enemy behavior, navigation, and a growing set of environmental interactions.
A slow protagonist changes the fundamentals of timing, camera, level scale, feedback, and difficulty. The world has to stay lively without making movement feel punitive.
Under the casing
Scope of work
No victory-lap math
Ernie is an active, substantial game project with both Unreal work and a Unity port—not a single-scene concept or a mascot attached to a menu.
A memorable constraint can generate years of design decisions. The challenge is protecting the original personality while rebuilding the underlying systems.
In the playable workshop, Ernie the Snail lives in the Arcade & Menagerie as a garden terrarium. You can inspect it without unlocking anything.