Out of Frame

TEAM ROLE: PRODUCER | GAMEPLAY/LEVEL/SYSTEM/NARRATIVE/UX DESIGN

January 2025 - Present (Engine: Unreal Engine | 10 person team)

Horror Exploration Puzzle Game

Game description:

Out of Frame is a horror puzzle game created onUnreal Engine 5. Players take on the role of a high school student searching for lost memories and trying to escape from a nightmare world full of unknowns and dangers.

The core goal of the game is to create a highly immersive horror chase experience. Players will need to collect memory-related items and use the camera with night vision to see the nightmares lurking in the shadows. The camera not only serves as a survival tool for the player, but also briefly stops the nightmares from closing in. Every decision will affect the player's survival and puzzle-solving progress, creating high-pressure tension and enhancing the player's immersive experience. All art, sound, and features in the game are all original creations.

Level design prototype

Level Design Ideas

Main Contributions:

  1. Project Management & Core Mechanics: As Producer, lead cross-functional team (Blueprint/Art/Audio) collaboration, coordinate resources, oversee progress, ensure horror gameplay is realized, and drive 80% of core mechanics development.

  2. Level Design and Interaction Experience: Responsible for all level design, building immersive horror level environments, designing puzzle mechanisms, and optimizing the player's sense of tension and interaction experience during exploration, chasing, and puzzle solving. Utilize the terrain and lighting to formulate the player's course of action within the game level.

  3. System Balance and Narrative Integration: Adjusting game mechanics to fit with the backstory, optimizing resource management, camera functionality and escape strategies to ensure a tense and narrative-driven depth to the game experience.

Main objectives:

1. Build a horror-puzzle type of level

2. Provide players with an immersive horror gaming experience

3. 10-15 minute short levels

4. Content for portfolio presentation of level ideas

Game Rhythm:

1. Beginning with instructional levels, then beginner levels, and finally advanced levels, the level experience moves from learning - advanced - challenging

2. The learning phase provides a low-risk environment where new mechanisms are introduced through visual guidance or simple manipulation

3. Advanced stage through different combinations of ways to increase the application of the scene, test the degree of understanding

4. Challenge phases create a climactic experience by introducing more restrictions, compounding mechanisms or increasing the intensity of operations

Level Flow:

1. the player wakes up from an unknown area, he is not sure he is there

2. Gradually realize that they are trapped in this place

3. The player begins to think about how to escape

4. Players see potential threats from a distance

5. Players get tips and learn how to use the camera function

6. Further guide the player how to realize escape through the camera function

Level Elements:

1. Terrorizing the Ai Chase

2. Camera function

3. Night vision function

4. Battery replenishment

5. Interact with the camera core props

6. Mechanical Door

7. Dream environment

8. Floaters

9. Ghosts hit the wall

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