For my first solo game development project, I created a third-person puzzle-action game called Gravity Grab. The goal of the game is to navigate a group of astronauts through hazardous levels. I was inspired by Pikmin, and I also wanted to use Unity’s advanced physics articulations. The core mechanic the player must utilize is to physically connect the astronauts to each other. In order to do this, I used a collision-detection method using HashSets to organize clumps of adjacent astronauts. As for gameplay, I wanted to find a balance where the astronauts feel expendable yet valued by the player since they function as important resources for solving puzzles. Gravity Grab makes heavy use of the publish-subscribe architecture pattern in order to increase component-reusage.