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Unnanounced Project

  • Writer: Cordelia Chui
    Cordelia Chui
  • Mar 4
  • 2 min read

Altered Gene / 2025



Prototype level for an unannounced first-person horror game with responsive narrative and puzzles.

Individual Contribution


I was hired as a freelancer to create a prototype level using Unreal Engine 5 in a one week timeframe, utilising the existing systems for first-person locomotion and camera movement, interactable objects with proximity-based UI widget and the studio's proprietary dialogue system.

My work involved geometry blockout, blueprint scripting, puzzle design, sequencing, set dressing and placeholder lighting. Where feasible, I implemented class hierarchy and instance-editable variables to ensure the reusability of design blueprints across various game objects. Art and level design asset packs used can be found here.

Implemented features include:

  • Dynamically loaded and unloaded level instances within a persistent level to create the illusion of an infinitely looping environment.
    • Allows for player-driven event triggers to change visuals, voice lines and available interactions between each loop.
  • Camera switches and custom input mappings to modify player controls for certain interactions such as puzzle view and cinematics.
    • Instance-editable control over camera blend speed and delay after camera switch to allow player input.
  • Interactable objects that conditionally trigger voice lines and sequences from an ordered list, and can be toggled between interactable and uninteractable states.
    • Checks the number of loops completed, prerequisite event triggers and the number of interactions with that object.
  • Puzzle objects for the 'Wind-up Toys' that can be progessively rotated by holding down a mouse button, allowing for stop/start rotation on button hold or release.
    • Plays voice line/sequence upon starting the interaction and when completing its full rotation duration as specified by values assigned in the inspector.
    • Exposed parameters also allow control over rotation direction and speed.
  • Puzzle objects for the 'Hot/Cold Game', using distance from the player to trigger dialogue hints that guide the player toward its location.
    • Exposed parameters allow designers to set the thresholds for each hint ("Cold", "Warm", "Hot").
    • Blueprint logic also compares successive distance checks to trigger conditional hints ("Colder", "Warmer").
    • Interacting with the object will activate the next assigned object, allowing designers to create an ordered sequence of puzzle pieces to be collected by the player.
  • Implementation of the studio's proprietary dialogue system using event dispatchers, conditionals and array loops to select desired voice lines and trigger events upon completion.

I also provided documentation for all design tools and implemented features with a focus on informing other designers on utility, functionality and limitations.

Gallery



Resources


 
 

©2021 by Cordelia Chui.

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