concept sketches of group projects, not organized by number

images of my concepts, of the finished product, images of the finished game

It's easier to understand if you watch their trailers.

after that there's all my own personal work

concept sketches & prototypes

this sketch was to clarify concepts alongside other designers, so this is not entirely my work

Please take precaution to horror themed images

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shortly put, I drew sketches to have clear communication in a manner people could agree and understand, considering language barriers.

to the left are sketches to communicate and design levels before they were built to save time and resources.

to the right are concepts I thought of.

further there are blockout/whitebox examples

the work ended up being split between all the designers.

what I show here is what work I've done regarding level design, and cannot take credit for other levels in the game.

Lastly, images of the finished product.

Lower down is some narrative design I made based off of the requests of adding tribal themes into the game.

a short recap of the game's narrative story:


a heretic is worshipped by the people, and eats from a forbidden fruit to obtain further power.

the fruit kills him, and spreads a tar-like plague.

lastly I drew an image meant to showcase an abstract depiction of people that are dead, thus the closed eyes.

an infected beast that swallowed their people

as tribalism is used to depict earlier stages of civilization, I tried to make basic shapes be their main usage.

this was meant to have been placed in a secret room where few people hid for some time before they died.

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the digital notes where made in miro, where all teammates had open conversation

to view the finished result of this work, you can view our trailer:

https://youtu.be/2Q3FuI3kZCY?si=WrT9dj41eFWuM4oq

this is usually how I organize blueprints, I wanted to show an example

work in progress, made with unity

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will be updated later

I'm good at staying with the theme & narrative while working on system & technical design

a drawing from 3 years ago to prove I have basic drawing abilities

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The game is about the player's ability to read minds while slaving away at each task given by master.

There's master, and there's npc servants. You look for clues and hurdle through obstacles to finish the task given to you. Clues are found by dialogue and mind reading. When you unlock someone's thought, you're given a visual clue that doesn't directly tell you what to do. That's the most basic part of it at least.

Used things like event dispatchers, interfaces, data tables, actor components, etc.

if you don't leave your position, it grabs your legs underneath the ball pit. and rises entirely to showcase up to its torso and metallic arms. it then sinks down along with you.

at first shows only two eyes. if it spots you, it rises to show you six, and then sinks down the ball pit. reappears at the position it saw you at.

someone asked me if it was made of white wool stained red from not having any skin

I do see them as being made of something soft & fuzzy, with a mixture of skin & attached metal. A bit of a synthetic biological existence. Like a deranged build-a-bear

I didn't design this enemy to be any main antagonist, but more on the side & unexplained

the handholding game is a co-op multiplayer centered around trust, discovery & insanity, as you try not to get separated from your partner along the way, trying to find an exit

in comparison to jumpscares, we have stalking and slowburn hallucinations that add to the gameplay

This is a prototype to show off a system and it's gameplay, so it is nothing advanced

while playtesting earlier stages of the level, we managed to create an environment that made you feel lost & paranoid, even if enemy prototypes hadn't been added yet.

I struggle a bit with faces

it is not uncommon in folklore across the world to use animals in symbolism

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