Producer, Designer, Programmer
Survive 4 different nights as a staff member at The Helping Hand, a Nurturing Daycare looking for children who get lost in the playpen past closing. Past notes left behind by precious night shift employees tell of an evil that binds the lost children to the toys scattered around the play area. With only your phone to pick up sounds and be your source of light you must traverse the complexities of different play structures to save yourself and the lost children.
My Roles in This Project
Building from what I had learned in prior projects I focused on creating a launch camapign for the game using the immersive tone within the game on the store page. My strategy involves utlizing the capsules and text to capitivate viewers into becoming players. You can check out an early version of the page here!
This year we are aiming for a Steam demo fest then release early October.
As Producer on I, I structured development around monthly sprints in ClickUp, ensuring the team had clear goals and accountability. I onboarded and managed new employees, including drafting contracts, and created over 20 design documents to align vision across departments. To support smooth collaboration, I organized shared drives, set up Git and Unreal version control, and led weekly team meetings to keep progress on track and communication strong.
As Designer on, I created four complete level designs, guiding them from initial whiteboxing to fully detailed environments. I implemented objectives and progression systems within these spaces, and conducted player testing to gather feedback, iterating on layout, flow, and pacing to refine the player experience. Alongside level design, I documented features in design documents for team review and built in-world UI screens—such as desktop and phone interfaces—designed to match the game’s overall theme and enhance immersion.
As Programmer, I learned Unreal Engine’s Blueprint system and C++ to bring design concepts into fully realized gameplay. I authored multiple systems—including AI, interaction, and movement—and implemented features directly from design documents. I also created puzzles with randomized sequences to add replayability and challenge, and built the backend setup for in-world UI screens, ensuring seamless functionality across the game’s interactive elements.
Credits
A company created by myself and my co-partner for publishing.