top of page

Project C

(All Art, SFX and Animations etc. are placeholders)

Role: Writer, Game/Level Designer & Programmer 

Tools: Unreal Engine 4, WWise

Team: 5


  • Game, Level and Narrative Design

  • Game Director

  • Project Management

  • Blueprint & C++ Programming

  • Story & Cinematics


Project C is a Narrative Driven First-Person Puzzle Platformer with a Time Manipulation Mechanic that plays like a blend of Portal, Quantum Conondrum and Braid which sees you solving Time and Physics-based puzzles by Slowing, Pausing and Rewinding Time. 

The game takes place in Ancient mysterious Ruins on a great Mountain. 

Its First Section is complete with 14 Levels designed to naturally teach the player the Mechanics and Components of the game while keeping both their wits and skills challenged. 

This project is what best represent my skills as a Game, Level, Narrative and Technical Designer as I've Designed, Programmed and Written everything.

Complete Walkthrough
(Art, SFX, Music and Animations are all placeholders.)
Highly Recommend playing it first to get a better understanding of the design by solving the puzzles yourself.
Mechanics & Components



Slow Down Time for puzzle solving and platforming

(Hover Over for More)


Rewind Time to traverse the environment and activate components again. 

(Hover Over for More)


Pause Time to use objects as platforms or re-direct their velocity. 

(Hover Over for More)

Puzzle Components

The games most basic components used for building the puzzles.

(Hover Over for More)



The Game Design



The Original Prototype.
Inspirations for the Original Prototype
The Intro Flashback Concepts
The World and Ruins Concepts

The Art Style

The Game Play

Time Manipulation Device Concepts

The Level Design

Level 3 - From Sketch -> White Box -> Concept -> Block out
I usually clean up the First-Draft Sketch in Photoshop if time lets me
Level 5 - Tomb Area
I usually clean up the First-Draft Sketch in Photoshop if time lets me
Level 9 - Transition From Dark to Natural Light Sky lit and the Courtyard that follows.
I usually clean up the First-Draft Sketch in Photoshop if time lets me

The Approach To Level Design

Sightlines, Leading Lines & Framing

(Hover Over for More)

The Tutorial Design

Intro to Slow-Motion

(Hover Over for More)

(Hover Over for More)

Intro to Throw

Intro to Pause

(Hover Over for More)

(Hover Over for More)

Intro to Rewind

The Narrative Design

The Premise

The Character

Main Characters Concepts

The Theme

The Structure

The Storytelling

2D Flashback Memory Sequences

3D In-Engine Third-Person Cutscenes

The First-Person Cutscenes



Here I break down the most Important Cinematics and the thought process behind them.

Since it is all made with placeholder art, animations etc., they are intentionally a bit slower paced than what the final versions will be since I find it easier to trim down a shot and make it faster paced when you have the final art compared making a shot slower paced and longer. 

In the game you can turn on/off the Cinematic References and Descriptions.  

NOTE Some of these cutscenes are out of date as they has been revised, this page will be updated soon

Opening Cinematic

Goal of the Cinematic

The Goal of the Cinematic is to give a soft introduction to the world and character as well as give a small hint at what the character is doing there.

Opening Cut Scene
(Art, SFX, Music and Animations are all placeholders)
Focus Transitions softly from the World to the Character. 
I utilize References to communicate concepts and ideas.
The Style of the Third-Person Cutscenes are a bit similar to MGSV where the camera almost acts as a person that is following and observing the Main Character throughout the game events.

The Transition to First-Person

The cut scenes transition softly into game play, this along with no loading screens creates a more seamless experience.

The Pedestal Cinematic

Pedestal Cut Scene
(Art, SFX, Music and Animations are all placeholders)

Goal of the Cinematic

 The goal was for the character to Receive the Time Manipulation Device and by doing it, re-awakens the Ruins and getting a Hint to the overall End Objective.

Transitions from Game play into Third Person Cut Scene

The Time Manipulation Device

Pedestal Open, revealing the Time Device. Something at the Mountains Top Reacts to her presence, hinting its the End Goal

The Mountain

Transitions from what we last saw her looking at to First-Person

The Tower Cinematic

The Tower Cut Scene
(Art, SFX, Music and Animations are all placeholders)

Goal of the Cinematic

The goal was to give the player a natural transition from the current Section to the next one and get to see the Ruins that they've traversed through from a new perspective which could give them a better overview of the size of the ruins and a feeling of accomplishment. 

I also wanted to present in the Second Memory here in a natural way.

Transitioning Into Memory Flashback

A Shot of the Ruins the player has traversed but from a new perspective. Long close up of the girl as she is holding the pendant tightly and thinks back to the day she found it. 
bottom of page