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Paint Mayhem

PM paint camo

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


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. 
Screenshot 2025-10-23 220357

Paint Zone

  • Safe zone for the players; start area.
paint mayhem - safe zone

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.
PM paint camo
paint mayhem - paint trail disappears

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.
PM paint aggro cancel

Objective

Get to the checkpoint

  • The player wins once they get to the checkpoint. 
paint mayhem - goal

Development Images

paint mayham p1
The first version of the prototype made the player transform into something entirely different (prop hunt vibe).
Final Level Design
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.