Paint Mayhem

Created a 3D top-down stealth game prototype in 2 days; solo development
Date
February 2025
Role
Game designer, programmer, sound designer
Contribution
Gameplay mechanics and level design, Game programming, Sound implementation and design
Skills
Unreal Engine 5, Blueprint visual scripting, Rapid prototyping and playtesting
Play Link
Mechanics
Paint
- The player is unable to get detected by enemies while inside the paint.
- The player gets additional move speed while inside the paint.
- The player is able to cancel enemies' aggro if they go inside the paint after they got enemy aggro.

Paint Zone
- Safe zone for the players; start area.

Paint Active Skill
- The player can activate their paint skill by pressing R on the keyboard, which enables them to leave a trail of paint under and behind them for a period of time.
- The paint trail created by the skill disappears after a set period.
- After the skill cooldown ends, the player is notified by sfx and light on the player character's hair.


Enemy
- They get aggroed once player gets too close to them. The player can only stop the aggro and chase by getting into the paint zone or activating their skill.
- Once the player gets into the paint while getting chased, the aggro stops after a short period of time, rather than immediately, to increase player anxiety and engagement.
- Once the enemy catches the player, the game restarts.

Objective
Get to the checkpoint
- The player wins once they get to the checkpoint.

Development Images
The first version of the prototype made the player transform into something entirely different (prop hunt vibe).
Rough level to showcase the game feel and gameplay.
Reflection
What went well:
- The game feel was as intended with satisfying movements when inside paint combined with right amount of stress to keep the game engaging and fun.
Obstacles:
- Making the paint trail seamless with the change in ground level.
Future Improvements:
- I would like to add additional levels emphasizing the importance of planning skill use and timing.
- I would like to add patrol state to the enemy to further emphasize the timing aspect of the gameplay.