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