Currently having fun with a new prototype project named the dream.

The DREAM

THE MAIN GOAL OF THIS PROTOTYPE IS TO CREATE AN EXPLORATIVE NON COMBAT EXPERIENCE WHERE PLAYER ROAMS AND ENGAGE WITH AN IRRATIONAL WORLD STRUCTURED AROUND TWO SEPARATE LEVELS: A BEACH AND A HOUSE. I AM WORKING CLOSELY WITH ART ASSETS TO CREATE AN IMMERSIVE EXPERIENCE AND VISUAL STORY TELLING


DESIGN - Behing the scenes - Explaining the why’s

It started with the intention of creating an atmospheric experience, originally meant to be an endless corridor. However, it evolved into something else…

  • I am repurposing a prototype from an old game jam (an earlier version of Unreal 5.01) that contained a mechanic I created: the vision (essentially like a flashlight). I have given it a new function, allowing the player to make objects appear or disappear by flashing the environment.

  • In terms of verbs: inspect, as the world can react to it. This mechanic was inspired by Alan Wake 1 (not 2—yes, yes, that long ago), as I have always appreciated the use of light in games as an active ingredient.

  • The beach serves as the intro level, representing the player's psyche in other words, where the player wanders and receives a narrative introduction to who they are through the world that surrounds them. 

  • The mansion is the horror-inspired experience where the flashlight mechanic comes to life. The player delves into their consciousness and, through exploration and interaction, experiences a recollection of memories that allows them to venture deeper into their trauma and the narrative. 

The main inspiration comes from a fascination with the bizarre, the supernatural, surrealism, and horror, as well as a desire to explore themes that modern society relates to, such as healing, trauma, coping mechanisms, mental damage, and family. I am trying to deliver a narrative through notes, character thoughts, and events.

To cite a few references: Alice in Wonderland, Alan Wake, The Hours, Silent Hill, Resident Evil, Myst, Fashion, Magritte, Dark Soul, mental illness, David Lynch


the beach


The beach's atmosphere is melancholic and isolated, evoking a feeling of loneliness and confusion for the player. Some music can be played, various world interactions are available, and certain observation points trigger small camera movements and character thoughts, helping the player become acquainted with the character. It acts as a limbo space.

The beach world design offers openness, allowing the player to interact freely without a strict order. However, all main progression interactions must be completed to leave the beach.

PLAY THE INTRO LEVEL: THE BEACH BY DOWNLAODING THE BUILD HERE


Iteration 4 - February 2025 :
Worked on refining terrain, addition of last art assets, framing and composition, added new interactions and a needed cinematic + some small tweaks to audio interactions.


Iteration 3 - January 2025 :
Addition of design flow (progression logic) and main landmarks assets. Reworked pathing and points of interest location to enhance exploration and the feeling of discovery. Added additional interaction and script. The tower is now gameplay as an example.


Video above: First interaction freeing the way


Iteration 2 - December 24:

Addition of art assets main landmarks, refined pathing and main interest locations points + iteration on gameplay flow and interactions + Island scale rework: tuned down


Iteration 1 - September 24:
Initial terrain and blockout with minor art assets and blockout to define areas and scope

Video above: interaction examples


the mansion (wip)


The mansion represents reminiscence, where the story unfolds and the player confronts their past in a space that blends oddities, light platforming, and old-school puzzles. The light mechanic truly comes to life here, as the environment is mostly dark, with extensive sound design enhancing the atmosphere.

Nothing is meant to make complete sense—neither the layout nor the dressing. The player encounters a main flow puzzle that must be solved to complete the adventure, with explanations conveyed subtly through mysterious notes.



Below, a video of a narrative beat where player interacts with a brain triggering an active state of the house


Meanwhile, here is a video below of one of the main key gameplay moment, facing off an adversary without weapons means you need to use your brain. Just a video showcasing gameplay mechanics, notes, discovery items, flashlight environment, Boss behaviour