“Night falls, shadows roam through the woods and are looking for you…
Survive to see the sunrise and escape!”
“Night falls, shadows roam through the woods and are looking for you…
Survive to see the sunrise and escape!”
Title: The Redshift Project
Context: DBGA Online Blended Level 3 Team Project
Engine: Unreal Engine 5
Role: Level Designer & System Balancer, Project Manager
Platform: Windows
Year: 2024
A first-person survival horror where light is the primary mechanic. The player must survive in a creature-infested forest, using light sources as the only defense while scavenging for radio parts to call for help.
MY KEY CONTRIBUTIONS
Level Design (Bunkers)
From Concept to Engine: Designed the bunker layouts, handling the phase from paper maps to Whiteboxing directly in UE5 to test navigation and flow.
Item Placement: Strategically distributed loot and resources to guide the player through the environment and control the pacing.
Lighting: Managed interior lighting to balance atmosphere with gameplay readability
Playtesting & Balancing
Survival Tuning: Iterated on health parameters and damage values based on playtest data to achieve the desired tension curve.
Technical Lighting: Tweaked Unreal Engine’s Auto-Exposure settings to ensure the "Light as a Weapon" mechanic worked consistently across different areas.
Documentation
Documentation owner: Authored the High-Level Pitch and maintained the GDD (Game Design Document) throughout development, ensuring the team remained aligned on core pillars.