Solo first-person narrative horror experience
Echoes is a solo first-person narrative horror experience focused on atmosphere, emotional storytelling, and environmental exploration rather than combat or jump scares. The project was originally conceived as a level design exercise and later expanded into a complete narrative-driven game within a single interior space.
As the sole developer, I was responsible for the game’s level design, narrative, interaction systems, dialogue implementation, and puzzle design, with a strong focus on emotional pacing and player immersion.
Role:
Solo Game & Level Designer
Tools:
• Unreal Engine 5 (Blueprints)
• Quixel Megascans
• Adobe Photoshop
Responsibilities:
• Level layout and spatial pacing
• Environmental storytelling
• Narrative structure and dialogue implementation
• Puzzle design and player guidance
• Interaction systems and progression flow
Lighting and framing used to subtly guide player attention
Atmospheric Level Design & Player Guidance
Echoes was designed around guiding the player through an emotionally charged space without relying on explicit objectives or UI markers. The environment itself was used as the primary navigation tool, with lighting, framing, sound cues, and object placement subtly directing player attention and movement.
Narrative & Environmental Storytelling
The story in Echoes is communicated primarily through environmental details, spatial progression, and contextual interactions rather than direct exposition. Each room was designed to reveal narrative information gradually, allowing players to piece together the story through exploration and observation.
Emotional Pacing
A key design goal was to control emotional pacing by alternating moments of tension, quiet exploration, and narrative discovery. Level layout, room sequencing, and interaction timing were carefully tuned to avoid overwhelming the player while maintaining a persistent sense of unease.
level layout used to plan pacing and player guidance
Initial Player Confusion & Navigation Issues
During early playtests, players often felt unsure about where to go next, particularly in the mid-game sections. While the environment was visually detailed, important points of interest were not consistently standing out, leading to moments of aimless wandering that broke pacing and tension.
Iteration & Solution
To address this, I iterated on lighting contrast, environmental framing, and object placement to more clearly guide player attention. Subtle light sources were used to draw the eye toward key spaces, while clutter and visual noise were reduced in non-critical areas. Doorways, interactable objects, and narrative elements were reframed to naturally pull the player forward without explicit instructions.
Result
These changes significantly reduced player confusion and improved overall pacing, allowing tension and narrative beats to land more effectively while preserving the game’s minimal-UI design philosophy.
Designing for Player Perception
Working on Echoes reinforced how differently players perceive spaces compared to designers. Elements that felt obvious to me during development were often overlooked by players, highlighting the importance of playtesting and observing real player behavior rather than relying on assumptions.
The Importance of Iteration
Echoes demonstrated that strong atmosphere and narrative are not achieved in a single pass. Iterative refinement of lighting, layout, and interaction timing was essential to maintaining emotional pacing and clarity without sacrificing immersion.
Scope Management
Limiting the project to a single interior space allowed me to focus deeply on pacing, detail, and environmental storytelling. This constraint helped me understand the value of controlled scope in completing polished, cohesive experiences.