Forbidden Sight
Created a 3D Online Co-op Horror game in 3 months for in a team of 7 people.
Date: January 2026 (In development)
Role: System & Technical Game Designer, Marketer
Skills: Unreal Engine 5, Blueprint visual scripting, C++, Diversion Version Control, Trello, Scrum
Contribution:
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Collaborated with Content Designer to design the light gun, enemy AI, and puzzle mechanics
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Designed and implemented a puzzle solver system that automates puzzle logic and triggers door interactions upon completion
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Collaborated with Network Engineer to design and implement networked puzzle elements using Blueprints and C++, ensuring consistent multiplayer puzzle states
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Prototyped a modular puzzle system in Blueprints, enabling level designers to easily reuse and customize it
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Managed builds and version control as the project’s build master
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Scheduled publisher meetings with Marketing Lead and advertised our game in events

Creation of Light Gun Gameplay
- The game feel I wanted to achieve was to create tension and encourage players to make strategic choices when shooting bullets.
- To achieve this, we created 3 types of light guns that share ammo count/battery. With each gun type spending different amount of ammo, players are forced to make decisions to manage the gun battery at every moment when they explore.
- The Gamma gun, which destroys light and damages enemies, are designed to cost more battery to encourage players to avoid the enemies rather than fighting them.

Creation of Light-Activated Enemy
- I designed enemy AI inspired by the “Weeping Angels” concept, where wax figure enemies slowly approach players when unnoticed. However, it felt overused to use the mechanic as it is.
- To make encounters more interactive and strategic, our enemies start deactivated and are become activated for a period of time when illuminated by the Light Illumination Gun, indicated by red, glow-in-the-dark eyes. Once activated, they pursue players who are in line of sight and inside the light trail left by the gun.
- To encourage stealth over combat, I plan to balance the AI by increasing enemy health and decreasing speed, creating tension while promoting strategic gameplay.

Balancing Light with Darkness
- Players need to shoot the Light Illuminator Gun to explore the map and advance forward, but doing so puts them under risk of attracting enemies. To create a mechanic that counterbalances this, we added the second gun, the Gamma Gun.
- The Gamma Gun, which damages enemies and destroys light in its path, allows users to create a safe space after they have lit up the path to observe the area around them. We wanted to create the irony where players are safer when they are surrounded by the darkness.

Game Design Document & Core Gameplay Loop Diagram
I first drew a core gameplay loop visual as well as GDD for all the game mechanics.
Postmortem Presentation
Pitch Deck Used for Publishers
Reflection
What went well:
- My team was able to flexibly adapt to different directional changes and implement the feedback we received during throughout the development
- I was able to work on a lot of design tools for level designers, applying my programming skills as a technical designer
- I created a pipeline for system design and balancing using data tables, which made balancing and playtesting process in beta stage much more efficient
- I learned c++ in Unreal Engine during the project for the first time!
Obstacles:
- As an educational history game, our team included non-developers like script writers and history researcher, which made communication very important and challenging. The solution I came up with is to come with a visual/playable prototype every meeting to ensure everyone was on the same page and the design was easy to understand.
Future Improvements: