Synopsis
You wake at midnight with just one thing on your mind: you have to leave. Move quietly through a messy house, find a friend along the way, and escape your monstrous family.
Genre: Horror Puzzle Platformer
Reference Game: Little Nightmares
Engine: C++/Custom Engine
Team Size: 20
Time: 9 weeks
CONTRIBUTIONS
AI Behaviour
Expanded the state-machine-driven AI for the game’s two primary enemies, Mom and Dad. Both enemies shared a common behavioural foundation, with individual differences based on their roles, level layouts and narrative sequences.
Implemented and refined patrol, alert, search, chase and scripted behaviours, including support for levels involving backtracking. I also created the initial component-based foundation for the Eye enemy, which was later expanded by another programmer.
Other Gameplay features
Worked across several smaller gameplay and pipeline tasks, including the lighter mechanic, animation and VFX implementation, other tools and blueprint-style data setup.
I also refactored parts of the animator component to work with the project’s updated state-machine architecture and helped resolve blockers affecting other disciplines.
Project Coordination
Coordinated a multidisciplinary team of approximately 20 developers, maintaining communication between programmers, artists, animators, level designers and technical artists.
Organized the team’s Notion knowledge base, led meetings, supported group decision-making and worked closely with discipline leads to track progress, resolve blockers and keep the team aligned with the game’s vision.
AUDIO
Wwise Implementation
Integrated Wwise and my custom audio wrapper into our C++ engine, bringing systems developed during my audio specialization into a complete game production.
Connected gameplay and enemy states to dynamic music, ambience and sound events. This included implementing audio behaviour for enemy awareness, chases, environmental interactions, footsteps and scripted sequences.
Music & SFX
Handled the project’s sound design and music production.
Created and implemented music, ambience and sound effects in Wwise, with a focus on reinforcing tension, communicating enemy behaviour and supporting the emotional progression of each level.
Trailer
Composed the original trailer music and contributed to the editing process, shaping the pacing around key visual and narrative beats. Coordinated the music, sound effects and cuts to strengthen the trailer’s tension, emotional progression and cinematic impact.