The Forest

An atmospheric exploration level inspired by survival horror, built entirely in Unreal Engine 5. Designed to evoke suspense through environmental storytelling and spatial pacing, this project is a personal tribute to my love for narrative-driven horror experiences.

The Pitch:

You play as Major D, a military officer who regains consciousness in a muddy construction ditch, the cold weight of a lifeless body beside him. The surrounding forest is pitch black, silent but for the crashing storm. With no memory of how he got there or why, his only path forward is through the unknown unravelling a mystery hidden in the shadows, where every step could bring him closer to the truth... or deeper into danger.


Download a playable build (PC) at the bottom of the page

Screen Gallery:

Walkthrough

Design intentions:

Design Pillars:

  • Environmental storytelling that guides and unsettles

  • Slow-burn tension through exploration and pacing

  • Player vulnerability as a narrative mechanic

  • Encroaching vegetation designed to evoke presence, pressure, and threat

Core Mechanics:

Walk, Jump, Crouch, Climb, Vault, sprint, Interact and Inspect. Stealth and hide considered.

Narrative Overview

Major D awakens in a muddy ditch beside a lifeless body, his mind clouded by temporary amnesia. Night has fallen. He’s surrounded by dense forest and he has no idea how or why he’s there.

As he explores the nearby campsite where his journey begins, he quickly realizes that something went terribly wrong. The overwhelming number of dead bodies paints a gruesome picture of recent events. Horrifying murder scenes leave him with more questions than answers. Scattered along the blood-soaked path, he finds strange, unrecognizable footprints - signs of something inhuman.

As venturing deeper into the forest, he feels more and more than a presence is around but never to be seen. At a cabin in the forest, he stumbles upon a video camera containing disturbing footage, showing an execution of prisoners, deepening his uncertainty about his own identity. As he ventures further into the forest, he discovers an unknown facility and hears unsettling animal-like noises, confirming that indeed, he is not alone.

Inside the facility, he uncovers the horrifying truth: he was once a high-ranking Major at this secret prison, a place designed for the torture of war prisoners.

With the war now over, his unit was ordered to disband, and the higher-ups were instructed to take their own lives. However, Major D was among the rebels who refused to follow this order. Now, as the eerie sounds grow closer, fear grips him.

Soon, a monstrous creature begins hunting him, forcing him into the basement of the facility, the very place where unspeakable experiments took place. As he pieces together the truth through disturbing records, his horror intensifies.

Trapped in the darkness, he must find a combination to escape, all while being hunted by one of the experimental creatures that has broken loose.

Design locations break down:
- Forest Camp site: The game’s opening; introduces isolation, confusion, and the first clues. Player Start.
- River and security checkpoint. A transition area adding obstacles and environmental storytelling also showcasing the power of nature itself, friend or foe.
- Deep Forest & Forest murder site: Heightens tension; introduces evidence of inhuman creatures 
- Facility:
F1. Admin wings: A shift from open spaces to claustrophobic horror
F2. Basement & Experimental Chambers: The final descent; full horror unfolds. End

Design intention brainstorm:
Oppression, vulnerability, and moral tension are central to this experience. The environment is more than a backdrop; it acts as an active force.

The player should feel overwhelmed with brief moments to breathe. Vegetation, lighting, and sound guide exploration subtly, reinforcing a sense of dread. The forest feels alive, oppressive, and watchful, its presence conveyed through an eerie, dynamic soundscape.

A storm is coming. Thunder intensify the player’s unease. The narrative pushes players to confront their own moral compass, taking the role of someone who once committed atrocities and now wrestles with remorse.

The level follows a rhythm of tension and release, both in pacing and layout. Horror tropes and jump scares appear only when narratively justified and never for shock value. Sound design amplifies uncertainty. Nothing is ever truly safe.

Rough Map Sketches and brainstorm chart

Maps: high level and scale

Mission Beat chart & intentions:

Design intention Beat1:

The player wakes up in a ditch with no visibility. The player descends emphasizing the sense of verticality and powerlessness in the situation.The tension is released as the player gradually discovers the environment. The player gains an overview of the terrain below, creating a fleeting sense of safety.Introduction of core mechanics. A threat is teased and scripted jump scare events reinforce atmosphere.The player's uneasiness is present thanks to the questions that are to be answered. The area is safe but imposes psychological pressure.

Feelings Key words: confusion, unease, trapped, lonely, isolated, eager to understand.

Design intention Beat2:

The Forest is dense and hosts a main landmark site. Breaking the line of sight with forest obstacles to alter navigation pacing and heighten tension. Use of vegetation to pace moment to moment navigation visibility. The threat is lurking, and the player feels observed. Pacing introduces disturbing narrative elements through one main story beat discovery to keep the player immersed in this nightmarish narrative. The player should feel on edge and unsafe.

Feelings Key words: Apprehension, lost, nervous, overwhelmed, on edge, uncertain.

Design intention Beat3:

Arriving at the facility serves as a moment of release with its reveal, allowing the player to breathe and feel somewhat safer. Entering the reception quickly introduces a reminder of threats through sound events helping to seed these reminders, keeping the psychological state of the player up and running.The facility features a back-and-forth hub exploration.The chase sequence ramps up the intensity, adding excitement to the flow after a slower, exploration-focused downbeat.  Exploring the prison basement is dreadful, installing a growing urge in the player to escape. The player is at the core of the nightmare and knows a threat is present. The hub explorative design principle is still applied. Some key door puzzles reinforce the back-and-forth navigation

Feelings Key words: Danger, vulnerable, unsafe, psychological state degradation


some content was cut due to repetition for a flow adjustment that strengthens the wanted experience

Forest Moodboard

Play the Build: Download it here

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