Game Summary

This first-person stealth survival game takes place on a mystical solstice night, where players explore dreamlike environments shaped by “Fractures” from a mythical creature. Each level blends stealth and emotional pacing, guiding players from confusion to mastery without using traditional UI.

Responsibilities

  • Designed 7 major levels

  • Concepted, Whiteboxed, User Tested levels

  • Created over 15 Action Blockouts (Fast Whiteboxes to test in)

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

  • Created Game Design/Level Design Documents

  • 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 Action, Adventure

  • Setting: A mystical night during the Solstice event.

  • Level Duration: 20-25 minutes

  • Role: Lead Level Designer, Project Manager

  • Development Time: 10 Weeks

  • Engine: Unity Engine

Trailer

Beatboards

Concepts

Design Principles

  • Cinematic Flow: Seamless cutscene-to-gameplay transitions, purposeful camera work.

  • Player Guidance: Light cues, environmental composition, moving landmarks.

  • Pacing Variation: Shifts between stealth, traversal, exploration, and chase to maintain engagement.

  • Progression of Mechanics: Introducing, reinforcing, and combining stealth, navigation, and dimension-based traversal.

  • Environmental Storytelling: Biome changes, lighting shifts, and layout alterations reflect narrative beats.

  • Cultural Flow Awareness: Left-to-right movement to align with Western visual scanning habits.

Design Psychology

  • Emotion-Driven Flow: Levels structured with deliberate pacing, calm > tensions > mastery > release

  • Mechanic Gradients: Mechanics are introduced slowly through spatial design, escalating in challenge and creativity.

  • Narrative Through Play: Light, movement, and sound form the game’s storytelling language, no UI or plain text needed.

  • Failure as Learning: Fail states never break immersion, instead teaching mechanics organically through retry loops.

  • Environmental variety: 7 different levels offer unique experiences for the player in a narrative-driven story.

Narrative Setup Cutscene

  • Parallax book page reveal with camera pan to introduce the solstice event and its mystical consequences.

  • Narrative voice-over paired with subtitles for accessibility and immersion.

  • Visual layers move at different speeds to create depth and keep the scene dynamic.

  • Mystical tone in visuals, music, and pacing to establish atmosphere before gameplay begins.

Level 0 - Player House
(Intro)

  • Cinematic intro via cutscene, using black borders and forced camera to establish a cinematic frame.

  • Guardians introduced as narrative guides — walking left to right (matching Western reading flow) to naturally pull the player’s gaze.

  • Smooth transition from cutscene to gameplay: crosshair appears, FoV adjusts, borders fade out.

  • Housing terrace layout subtly funnels player toward guardians via railing gaps and visual composition.

  • Early environmental storytelling: solstice event blends human and fantasy realms.

  • Player onboarding — simple follow objective, first light-based navigation cues.

Level Descriptions

Level 1 – The Forest
(Stealth Introduction)

  • Guardians lead into dense forest; they pause or react if the player strays — reinforcing player–AI relationship.

  • First stealth mechanic: bushes as concealment points.

  • Light as guidance fades gradually, introducing tension and isolating the player.

  • Player spots glowing blue creature — serves as a moving landmark to guide exploration.

  • Subtle layout change after a corner, hinting at supernatural shifts during solstice.

Level 2 – Creature
Introduction

  • Biome shift: forest → mountains; lighting changes to warm tones. Bushes gain a vignette effect when hiding.

  • One-way drop locks player into the next area — reinforces progression commitment.

  • Blue crystal clusters act as visual anchors to draw attention and direct movement.

  • Creature crosses screen left to right, reinforcing reading direction cues.

  • First dimension-based mechanic: reality fracture with upward particle flow. Player inverts gravity to reach higher platforms.

Level 3 – Stealth Expansion

  • Vertical level design: canyon with multi-height paths.

  • Creature patrol patterns form an 8-shape loop, encouraging timing-based movement.

  • Small blue light creatures assist in directing player path subtly.

  • Distraction mechanic introduced — throwing glowing rocks to lure the creature away.

  • Dimensional fractures double as traversal aids and stealth vantage points.

Level 4 – The River

  • Tight canyon opening transitions to large-scale space — pacing shift and dramatic reveal.

  • Light and landmarks guide navigation; subtle parkour challenges integrated into route.

  • Overlook vantage provides tactical preview of enemy patrol routes, safe zones, and noise hazards (water vs ground).

  • Player baits creature to drop dimensional rift for vertical climb — combining stealth and traversal skills.

Level 5 – Waterfalls
(Traversal Focus)

  • Slower pacing: no enemies, full focus on platforming rhythm.

  • Player navigates behind waterfall, performs crouch and precision jumps across columns.

  • Clear sightline to next major landmark (“The Wall”) — forward motivation.

Level 6 – The Wall

  • Large-scale vertical challenge with multiple route choices — strategic planning encouraged.

  • Curved wall design provides intermittent vantage points for route preview.

  • High-risk traversal: precision jumps and fall hazards maintain tension without enemies.

Level 7 – Climax

  • Immediate tension: creature reappears, dropping a dimensional fracture with limited use window.

  • Most complex stealth route yet — vantage points for planning movement.

  • Sudden chase sequence triggered by creature ambush; player must apply all learned skills (stealth, traversal, timing).

  • Set-piece finale: forced escape up a mountain, leap into waterfall.

  • Time-of-day shift signals solstice end; cinematic swim back to village confirms safety.

Blockouts

Early Game Mechanic Prototypes

Walkthrough

Trailer

More Screenshots