THE DREAM

The Dream is an explorative, non-combat prototype designed to immerse players in an irrational world structured around two distinct levels: a beach and a mansion. Each reflects a different aspect of the player's psyche and emotional journey. The primary goal is to create an atmospheric experience where players roam and engage with the environment, uncovering a narrative through visual storytelling and interactive elements.

The Mansion (wip)

A dar“A dark space where the player confronts trauma, surrounded by enemies with no means of resistance.”“A dark space where the player confronts trauma, surrounded by enemies with no means of resistance.”

I am still working on that project, it just getting bigger as I am having too much fun and it takes much much more time

Always ring the bells



DESIGN - Behind the scenes: Explaining the why’s

Repurposing a prototype from an earlier game jam using Unreal Engine 5.01, I reintroduced a mechanic I previously developed: the "vision." Functioning similarly to a flashlight, this mechanic now allows players to make objects appear or disappear by illuminating the environment.

Inspired by the use of light in Alan Wake, the core interaction revolves around inspection; the world reacts dynamically to the player's focus, enhancing immersion and interactivity.

Narrative Structure

The Mansion represents reminiscence, a surreal space where players confront their past through light platforming, classic puzzles, and layered storytelling.

The flashlight mechanic takes centre stage, revealing hidden elements in the darkness and heightening the sense of mystery. Rich sound design enhances the atmosphere, building tension throughout.

The mansion’s fragmented layout and incoherent décor reflect the disjointed nature of memory and dreams. A central flow puzzle anchors the level, with clues hidden in cryptic notes scattered across the space..

Design Highlights:

linear open progression -

  • Soft-gated interactions -

  • Atmospheric storytelling through environment -

  • Puzzles and cerebral challenges -

  • Presence of non killable enemies and bosses -

  • Narrative storytelling through notes and visual cues -

  • Sound design for all interactive elements -

  • Flashlight mechanic -

The interaction awakens the mansion,

triggers the main puzzle

Screens


Layout and map sketches


Meanwhile, here is a video below of one of the main key gameplay moment, facing off an adversary without weapons means you need to find another way. Just a video showcasing gameplay mechanics, notes, discovery items, flashlight environment and boss behaviour

if you steal her heart. she wakes up

Previous
Previous

The Dream: The Beach - 2024

Next
Next

The Cave