Forbidden Sight

Created a 3D Online Co-op Horror game | Team development
Date
January 2026 (In development)
Role
System & Technical Game Designer
Contribution
AI and puzzle mechanic design, puzzle implementation using blueprints and C++, took charge of building and version control
Skills
Unreal Engine 5, Blueprint visual scripting, C++, Diversion Version Control, Trello, Scrum
Play Link
Summary of Contributions
- Collaborated with a Content Designer to design the light gun, enemy AI, and puzzle mechanics
- Designed and implemented a puzzle solver system that automates puzzle logic and triggers door interactions upon completion
- Collaborated with a Network Engineer to implement networked puzzle elements using Blueprints, with minor C++ integration for reading and adjusting existing systems
- Prototyped a modular puzzle system in Blueprints, enabling level designers to easily reuse and customize it
- Managed builds and version control as the project’s build master
Highlights
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.

Development Process and Iteration
Game Design Document & Core Gameplay Loop Diagram