Operation: See No Evil

Developed a FPS horror stealth game in a week in a team of 4 people.
Date
December 2025
Role
Level Designer, Environmental Artist, Programmer, System Designer
Contribution
Designed, built, and decorated the level, programmed the bomb planting and planting area system
Skills
Unreal Engine 5, Blueprint Visual Scripting
Play Link
Engine view of the final level
Example of Foreshadowing: when the player is on their path to the upper level of section 3 by showing an item on the wall, foreshadowing that the player will eventually go up them.
Examples of using color to highlight the path, help intuitive level exploration, and make items stand out in the dark:
Focal Points
Development
Sketch

Whiteboxing
Player Feedback & Revision
Reflection
What went well:
- I was able to create a level that conveys the fear and thrill to the players.
- I was able to create a cohesive environment using assets of various sources.
Challenges:
- Finding the right difficulty for the players while retaining the fun of the gameplay.
- Being in the shoes of someone who has not played the game before while developing and testing the game.
What I Learned:
- Playtesting early and often allows to reduce workload significantly in the long run.
- Focal points are important elements in the game for both player emotion and fun.