The Forest
March 2025
This level is a testament to my love for narrative-driven horror experiences. I built a prototype using the first-person template of Unreal 5, where a person wakes up in a ditch surrounded by oppressive vegetation. Suffering from amnesia, he tries to piece together the mysteries of his situation and ventures deep into the forest, feeling that he is not alone... He discovers a facility where horror continues to unfold.
Download a playable build (PC) at the bottom of the page
The Pitch:
You play as Major D, a military major who regains consciousness in a construction ditch, the cold weight of a lifeless body beside him. The dense forest around him is pitch black, its silence broken only by the heavy storm. With no memory of how he got there or why, his only path forward is through the unknown - unraveling a mystery hidden in the shadows, where every step could bring him closer to the truth… or deeper into danger.
Screenshots
Walkthrough
Design intentions:
Core Mechanics:
Walk, Jump, Crouch, Climb, Vault, sprint, Interact and Inspect. Stealth and hide considered.
Narrative Overview
Major D wakes up in a ditch next to a dead body, suffering from temporary amnesia. All he knows is that it’s night, he is surrounded by dense forest and vegetation, and he has no recollection of how or why he ended up there.
As he explores the nearby campsite where his journey begins, he quickly realizes that something went terribly wrong. The overwhelming number of dead bodies paints a gruesome picture of recent events. Horrifying murder scenes leave him with more questions than answers. Scattered along the blood-soaked path, he finds strange, unrecognizable footprints - signs of something inhuman.
As venturing deeper into the forest, he feels more and more than a presence is around but never to be seen. At a cabin in the forest, he stumbles upon a video camera containing disturbing footage, showing an execution of prisoners, deepening his uncertainty about his own identity. As he ventures further into the forest, he discovers an unknown facility and hears unsettling animal-like noises, confirming that indeed, he is not alone.
Inside the facility, he uncovers the horrifying truth - he was once a high-ranking Major at this secret prison, a place designed for the torture of war prisoners. With the war now over, his unit was ordered to disband, and the higher-ups were instructed to take their own lives. However, Major D was among the rebels who refused to follow this order. Now, as the eerie sounds grow closer, fear grips him.
Soon, a monstrous creature begins hunting him, forcing him into the basement of the facility - the very place where unspeakable experiments took place. As he pieces together the truth through disturbing records, his horror intensifies. Trapped in the darkness, he must find a combination to escape, all while being hunted by one of the experimental creatures that has broken loose.
Design locations break down:
- Forest Camp site: The game’s opening; introduces isolation, confusion, and the first clues. Player Start.
- River and security checkpoint. A transition area adding obstacles and environmental storytelling also showcasing the power of nature itself, friend or foe.
- Deep Forest & Forest murder site: Heightens tension; introduces evidence of inhuman creatures
- Facility:
F1. Admin wings: A shift from open spaces to claustrophobic horror
F2. Basement & Experimental Chambers: The final descent; full horror unfolds. End
Design intention brainstorm
The player should feel overwhelmed yet given moments to breathe. Light and vegetation should guide exploration, along with scripted events that subtly guide and steer player ‘s progression. The vegetation itself acts as a presence - oppressive and alive - reinforced by an eerie, unsettling soundscape.
A storm is coming. Heavy rain and thunder create a constant sense of unease. The disturbing backstory forces the player to question their own moral compass, as they take on the role of someone who once committed atrocities but now wrestles with remorse.
The experience follows a tension and release cycle, both in the short and long term. Horror tropes and jump scares are present, but they are narratively grounded—never cheap or gratuitous. Sound design plays a crucial role, seeding constant reminders of lurking danger. Nothing is ever truly safe.
Brainstorm Chart
Rough Map Sketches
High Level Map
Sclale Map
Mission Flow Beat charts+intentions:
Design intention Beat1:
The player wakes up in a ditch with no visibility. The player descends emphasizing the sense of verticality and powerlessness in the situation.The tension is released as the player gradually discovers the environment. The player gains an overview of the terrain below, creating a fleeting sense of safety.Introduction of core mechanics. A threat is teased and scripted jump scare events reinforce atmosphere.The player's uneasiness is present thanks to the questions that are to be answered. The area is safe but imposes psychological pressure.
Feelings Key words: confusion, unease, trapped, lonely, isolated, eager to understand.
Design intention Beat2:
The Forest is dense and hosts a main landmark site. Breaking the line of sight with forest obstacles to alter navigation pacing and heighten tension. Use of vegetation to pace moment to moment navigation visibility. The threat is lurking, and the player feels observed. Pacing introduces disturbing narrative elements through one main story beat discovery to keep the player immersed in this nightmarish narrative. The player should feel on edge and unsafe.
Feelings Key words: Apprehension, lost, nervous, overwhelmed, on edge, uncertain.
Design intention Beat3:
Arriving at the facility serves as a moment of release with its reveal, allowing the player to breathe and feel somewhat safer. Entering the reception quickly introduces a reminder of threats through sound events helping to seed these reminders, keeping the psychological state of the player up and running.The facility features a back-and-forth hub exploration.The chase sequence ramps up the intensity, adding excitement to the flow after a slower, exploration-focused downbeat. Exploring the prison basement is dreadful, installing a growing urge in the player to escape. The player is at the core of the nightmare and knows a threat is present. The hub explorative design principle is still applied. Some key door puzzles reinforce the back-and-forth navigation
Feelings Key words: Danger, vulnerable, unsafe, psychological state degradation
some content was cut due to repetition for a flow adjustment that strengthens the wanted experience
Forest Moodboard
Play the Build: Download it here