Game Summary

Purr in the Dark is a 3D stealth game where you play as a lost flying fox pup navigating dark attics to find your mother. Use echolocation to briefly reveal your surroundings and outsmart lurking cats as you explore this tense, atmospheric world.

Responsibilities

  • Designed 3 major levels (Tutorial, Stealth Intro, Bridge)

  • Set Dressed 3 levels

  • Concepted, Whiteboxed, User Tested levels

  • Led Level Scripting, Layout Planning, Encounter Design, and pacing Structure

  • Created Game Design/Level Design Documents

  • Created Features

  • Planned and Structured Project with SCRUM

  • Managed a 6-person team; balanced scope and systems

  • Created Feature and Asset Cards for Cross-Disciplinary Collaboration

  • Lit the level for several different lighting situations

Details

  • Team Size: 6 people

  • Genre: First-Person Echolocation

  • Setting: Atmospheric Navigation through a dark attic

  • Level Duration: 12-17 minutes

  • Role: Lead Level Designer, Project Manager

  • Development Time: 13 Weeks

  • Engine: Unity Engine

Trailer

Purr in the Dark on Itch io

Level 0 (Tutorial) - Sound as Sight

  1. Player starts in a rectangular room facing away from the goal, encouraged to use echolocation to orient themselves.

  2. A lit-up area behind the starting point visually attracts the player, subtly teaching them to look around for environmental cues.

  3.  The lamp’s position, enhanced by light sources, reinforces correct directionality while combining visual guidance with echolocation practice.

  4.  Straight hallway design introduces a hidden collectible, encouraging exploration beyond the critical path while still using traversal mechanics.

  5.  Goal is revealed but blocked, prompting the player to search for alternate routes among parallel shelves in the new section.

  6.  Player ascends ramps leading to the window, reinforcing vertical traversal and concluding with reaching the mother bat.

Level 1 (Enemy Intro) - Stealth by Instinct

  1. Straight corridor with a visible goal serves as an initial landmark, giving players a sense of direction and clarity.

  2. Introduction of the first enemy (cat) in its box builds tension; spotlighted empty box later creates player curiosity and uncertainty.

  3.  Narrow corridor with scattered assets increases anxiety, as players are unsure where the hidden threat may appear.

  4.  Enemy blocks the direct path, forcing players to identify and take an alternate route, reinforcing observation skills.

  5.  Reduced intensity as the cat’s location is known, allowing players to safely navigate around while planning their movement.

  6.  Final close encounter with the enemy heightens tension again, followed by a climb to the goal for emotional release.

Level 3 (Bridge) - Mastery through Movement

  1. Initial view of the goal is blocked by environmental layout, requiring a slight 30-degree turn and ramp traversal to progress.

  2. Entry into the "forest" section filled with assets and two hidden enemies encourages careful navigation and echolocation scanning.

  3.  Discovery of a vertical hidden ramp provides an alternate path around an enemy, teaching verticality in level design.

  4.  Bridge segment lets the player observe an alternate lower path and the enemy they avoided, enhancing spatial awareness.

  5.  High-stacked package abyss increases tension through precarious paths and hidden enemies, with light guiding toward the attic door.

  6.  Final section forces precise navigation through two enemies while abandoning the earlier easy route, fully testing echolocation mastery.

Beatboard

Concept vs In-Engine

Target Group Personas

Systemic Level Design Thinking

  • Multi-signal design: Combined light, sound, and geometry to influence player perception and emotional pacing.

  • Traversal as narrative: Every loop, choke point, or vista was tied to stealth psychology: "What do I know?", "How do I move?", "What do I risk?"

  • Mechanic-integrated layout: Collaborated with programmers to develop a custom “Echo Occlusion Volume”system that shaped the
    echolocation space dynamically.

  • Gameplay-readability first: Prioritized intuitive communication through layout rather than HUD, ensuring stealth tension through level logic alone.

Cross-Disciplinary Collaboration

To ensure design goals were executed faithfully across departments, I created Feature Cards and Asset Cards:

  • Feature Cards: Defined mechanic behaviors, designer intent, input/output
    triggers, and implementation details (e.g. dynamic light sources that influence
    stealth readability).

  • Asset Cards: Provided prop usage context, placement guidelines, silhouette
    importance, and level-readability tiers for environmental storytelling props.

  • This helped:

    • Artists align visuals with gameplay needs (e.g. using contrast and shape for stealth cues).

    • Programmers prioritize systemic features (e.g. echo occlusion triggers, light-based AI states).

    • Maintain a design-driven pipeline while respecting production constraints (e.g. modularity, memory budgets, shader cost).

Echolocation Mechanic Intro

  • Echolocation emits a soundwave revealing the dark surroundings with glowing outlines.

  • The first area introduces this mechanic in a safe space, letting players experiment freely.

  • Level layout encourages reliance on echolocation to navigate and orient.

  • Limited vision and immediate feedback teach players its role as the primary tool.

Level Descriptions

Level 0 - Tutorial

Light as Attention

  • Light sources attract the player’s eye and guide movement in the dark.

  • They reduce the need to constantly use echolocation by offering clear visual cues.

  • Each light functions as a small tutorial, showing players where to focus.

  • The mix of lighting and echolocation keeps exploration engaging and dynamic.

Goal in Sight

  • The goal is placed in view but remains unreachable, sparking curiosity.

  • Its green color highlights it as an important, safe landmark.

  • Shelf pathways force navigation while keeping the goal visible for orientation.

  • Constant sightlines train players to use landmarks for spatial awareness.

Level 1 - Enemy Introduction

Enemy Introduction

  • The first enemy is staged at the end of a narrow corridor to build tension.

  • Red glowing eyes and matching shader enhance its threatening presence.

  • Seeing the enemy trapped in a box gives players a brief sense of relief.

  • The next empty, lit-up box signals danger, raising tension again.

Enemy Reveal

  • The enemy appears freely roaming in another corridor, escalating danger.

  • The layout mirrors the first encounter, reminding players of earlier tension.

  • Ignoring enemy signals leads to death, teaching caution and observation.

  • This section transitions from safe learning to actual threat.

Alternate Paths

  • Facing a blocked path, players must search for an alternate route.

  • This route is harder to spot, applying the “teach, test, twist” rule.

  • Tension lowers once the enemy is left behind but rises again near the end.

  • The path closes back to the enemy before a final escape to the goal.

Level 3 - The Bridge

Hidden Everywhere

  • The “forest” is cluttered with alcoves where threats could appear anytime.

  • This noisy layout keeps players tense and reliant on echolocation.

  • A large central column serves as a strong landmark amid the clutter.

  • The mix of confusion and orientation heightens spatial tension.

High Up Vista

  • After the noisy section, a bridge reveals a vista of stacked package towers.

  • The fractured canyon-like path contrasts the open area, signaling danger.

  • Narrowing spaces create vulnerability, with threats possibly around corners.

  • This moment controls pacing, balancing openness with suspense.

Finding more Routes

  • The direct path to the goal is blocked by an enemy, forcing detours.

  • Players must find alternate routes with multiple ramps and twists.

  • The goal stays in sight, helping maintain orientation through complexity.

  • Navigation tests mastery of movement while avoiding enemy patrols.

Level 1 Walkthrough

Level 3 Walkthrough

Level 0 Walkthrough

Walkthrough

Trailer

More Screenshots