Álvaro Gómez
Seeds of Tomorrow key art placeholder

UNITY · TEAM OF 5 · 2025

Seeds of Tomorrow

A time traveller from a polluted Earth returns to heal it before it is too late.

Shown at Develop:Brighton 2025

EngineUnity
RoleComposer & Level Designer
TeamTeam of 5
Year2025

The Overview

The Vision

In a future where Earth has been completely destroyed by pollution, a time traveller comes back to change this fate before it is too late. When he arrives, he finds a child that needs protection from polluted monsters. To bring life back, he searches for the Seeds of Tomorrow, guarded by monsters. He has to recover the seeds and plant them to restore life on Earth.

Gameplay Videos

The Gameplay

BeforeBefore. Sand, rock and the wreckage.
AfterAfter. The same level, but after planting a seed.
The fightPolluted enemies. This is the first half of the level, before the puzzle.
The puzzleThe moment when the seed blossoms.
Restoring lifeFurther on, in a level already completed. Animals are back.

My Role

My Contribution

Composer & Level Designer · Team of 5

Original Music

The Music and Audio Design

I composed and recorded original tracks for the game. The main theme can be listened to while exploring this page down below. The rest can be found in this section.

InteractableChoose any seed and that track starts playing, and its bars move while it does.Click, tap, or press Tab to reach it and then Enter.

Key artConcept art of a planted seed.

Combats and puzzles

The Level and Puzzle Design

I co-designed the levels and the puzzles with members of the team. I designed the pace the gameplay runs.

Level design

The Gameplay Loop

I paced the game and divided it into the combat and the puzzle-solving dynamic.

The loop every place in the game is paced aroundA four-step loop: fight the monsters, recover the seed, solve the place and plant it, and then the sky turns clean over it. The loop then returns to the first step at the next place. The first two steps are the tension half of the rhythm, the last two the restorative half, and the weather change is the payoff at the end of the arc.FightTENSIONRecover the seedTENSIONSolve the placeRESTORATIONThe sky turnsTHE PAYOFF BEAT

Scroll the loop sideways to follow it →

  • The tension

    Dynamic combat against polluted monsters.

  • The restore

    Slow-paced puzzle-solving that heals the level when completed.

The beats

  1. Fight

    Tension

    A burst of tension against the monsters.

  2. Recover the seed

    Tension

    The Seeds of Tomorrow brings life back.

  3. Solve the place

    Restoration

    The puzzle that heals the area.

  4. The sky turns

    Restoration

    The acid rain returns to normal.

    Click here for What the sky does →

The Snow LevelThe fights are placed around the buildings that have to be cleared before the puzzle can be started.
Fight in-gameThe combat in the game. The origin of the pollution and the enemies appear on screen.
The snow levelThe snow level in combat.

The Development

The Dynamic Weather Design

I wanted the world to reflect the world as realistically as possible. For that, as weather designer, I wanted to make the weather dynamic. I tied the weather to the story: acid rain falls in the rain level and when the player solves the level it changes to normal rain. Each of the weather levels had their own hazard and mood, adding to the level design.

Weather and Level Design · Unity

The Weather Design

The Acid Rain

One place, before and after the player heals itTwo halves of one world. On the left, a poisoned place under acid rain, with nothing growing under it. On the right, the same place after the player solves its puzzle: the rain has turned clean and life is returning to the ground. Between them, the single trigger that moves a place from one to the other — solving that place's puzzle — drawn as a one-way crossing. The same trigger reaches every sky: acid rain stops being acid, and hard weather stops. Underneath, struck through, the progress bar this system was built instead of.This place is pollutedAcid rainMonsters and pollutionThis place was fixedCleansed rainLife returning to the groundPUZZLE SOLVED

Scroll the world sideways to cross it →

  1. Poisoned

    A polluted place

    It is the default state of the world in the game. The player can know if a level is completed by observing the environment.

  2. Healed

    A healed place

    The rain stops being acid and the world starts healing.

The Types of Weather

Every weather forms part of the level design's atmosphere. It belongs to the place and resonates with the story the game is telling. By changing the weather, the world makes sense.

  • 1The poisoned sky

    Acid rain

    Falls on · Every polluted rainy area

  • 2The healed sky

    Clean rain

    Falls on · solved rainy area

  • 3Atmosphere & hazard

    Snow

  • 4Atmosphere & hazard

    Wind

  • 5Atmosphere & hazard

    Sandstorm

SketchAnother concept art that represents the cover of the game.
Click here forBack to all four projects

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