My role: Solo developer - Game designer and developer
Engine: Unreal Engine 5
Release: June 2025 - Available on Youtube
Platform: PC
Tools: Unreal Blueprints, Unreal Tools (landscape, modeling, foliage), Canva, Microsoft Clipchamp
FATHOM is a solo level design project developed as a demo reel piece. Built in Unreal Engine 5, it showcases my ability to conceptualize, prototype, and polish a compact exploratory level with a focus on pacing, spatial narrative, and psychological horror aesthetics. The experience is non-combat, relying on space, lighting, and atmosphere to immerse the player.
Inspired by Lovecraftian horror and rural 19th-century aesthetics, this level was designed to evoke a sense of unease and isolation. The challenge was to guide the player and provoke emotional tension without explicit instructions, cutscenes, or combat. I aimed to convey narrative through architecture, composition, and subtle interactions, culminating in a climactic cinematic moment.
The player begins near a parked car, following a forest trail that suddenly reveals the outskirts of a silent settlement. Landmarks and light placement organically guide progression, with a looming lighthouse serving as a constant visual anchor.
The path is mostly linear, but suggestive design choices (such as blocked paths or a scripted key-find sequence) hint at broader exploration without breaking the focused structure. The experience builds to a climax in an abandoned barn, where the player discovers signs of violence before a sudden noise and burst of light from the lighthouse. A cinematic follows, using post-process effects and surreal visuals (such as disembodied glowing eyes) to heighten the horror and deliver an emotional payoff.
Once the layout was established, I populated the environment using free assets from Fab, custom lighting setups, and spatial sound design. I scripted interactive elements like dialogue prompts, ambient triggers, and visual changes via Blueprints, emphasizing smooth transitions and environmental consistency to reinforce immersion.
This project was an exercise in designing mood, flow, and player interpretation through minimalism. It helped me refine my use of Unreal Engine, from lighting to Blueprints or tools like Landscape and Modeling, and strengthened my understanding of level pacing and emotional beats. As a solo work, it reflects the kind of focused, narrative-driven design I’m passionate about and hope to keep expanding professionally.