Genre Horror
Team Name Solo Development
Team Size 1
Tools Unreal Engine 5
Duration 1 Month
Roles
Level Designer
I designed and implemented 3 distinct enemy archetypes from a single theme, each with unique behaviors that demanded different player strategies.
I generated emergent gameplay scenarios where simple enemy combinations produced complex and unscripted challenges, increasing replayability and tension.
Crafted a clear difficulty and complexity curve through the intentional layering of these orthogonal mechanics across the level.
Created memorable, high-tension encounters that tested player observation, timing, and spatial awareness, using only placement and pacing.
I wanted to create a compelling and strategically deep enemy system with very limited resources. The goal was to produce varied gameplay and escalating tension without resorting to simple stat increases or creating visually distinct art for numerous enemies.
My main challenge is: How could I make a single enemy theme (Geisha) feel like 3 fundamentally different threats?
I implemented an Orthogonal Design approach, focusing on creating enemies with completely different behaviors and player interaction rules. Instead of making enemies simply stronger, I made them functionally unique. This forces the player to change their tactics entirely based on which enemy, or combination of enemies, they face.
Each encounter was designed as a "beat" to teach, test, or combine these mechanics. The effectiveness of the orthogonal system was proven through intentional level and encounter design!
Objective: I want to introduce the "Hunter" (Oi Onna) as the primary physical threat and teach the player about patrol paths and timing-based stealth.
Execution: I placed two Oi Onna in a corridor with staggered patrol timings. The player is forced to observe and wait for the first to pass, creating a moment of vulnerability before they must quickly move to avoid the second. This creates a baseline of panic and teaches the core avoidance mechanic through pacing alone.
Objective: I want to demonstrate the power of orthogonal design by combining two enemies with conflicting counter-plays.
Execution: I placed a "Hunter" (Oi Onna) on a patrol path in a room that also contained a "Stalker" (Misume Onna). This forces the player into a complex decision-making process: they must keep their eyes on the Misume Onna to keep it frozen, while simultaneously tracking the Oi Onna's position to time their movement. This creates a tense, emergent puzzle where the player's attention is the primary resource.
Objective: I want to show how a single enemy type when used with deliberate placement and timing, can create a unique challenge that feels different from previous encounters.
Execution: I designed a sequence with three "Stalkers" (Misume Onna). The player must first stare down one to freeze it, allowing the other two to advance. They then must sprint through the gap that opens up and immediately turn around to freeze all three. This encounter shifts from a stealth challenge to a high-tension, rhythm-based puzzle that requires precise timing and execution for a satisfying clear.
I stepped out of my comfort zone by programming the entire game myself, shipping a stable project with no major bugs and proving my ability to handle core technical implementation.
I designed and implemented a unique "backwards" gameplay mechanic for the Misume Geisha, which required players to actively walk backward while staring at her, creating a tense and memorable experience.
I effectively utilized community feedback throughout the jam to stay motivated and productive, which allowed me to maintain a consistent development schedule and finish the project on time.
I struggled during the first week to define a clear and achievable level objective, which resulted in a loss of valuable production time while I was still exploring the core concept.
I found my iteration speed was slower than ideal because I built the level directly in the engine instead of using a dedicated editor, which made tweaking and testing encounter layouts a manual process.
I learned that my time management over a month-long project needs improvement, as I worked excessive hours without breaks, leading to burnout near the end of the jam.
I learned the critical importance of establishing a core design pillar and clear win/loss conditions in the pre-production phase to maximize development time and maintain project focus.
I proved to myself that I can confidently bridge the gap between design and programming, giving me the ability to independently prototype and develop my ideas from concept to completion.
For all future projects, I will implement a structured schedule with dedicated time off and explore tools like external level editors to enable faster, more sustainable iteration cycles.