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PROJECT ASYLUM

General Game Design

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ROLE

 Project Lead 

GAME ENGINE

 Unreal Engine 5.2.1 

TEAM SIZE

 11  

TIME FRAME

 7 Weeks  

DESCRIPTION

Solve puzzles and find secrets using your UV light

YEAR

2024

GENRE

Horror

PLAYER MODES

Single-player

PUBLISHED ON

itch.io

Game Writing

Game Writing

Wrote the lore for the game. 

The lore served as a guide for which type of scares and environmental details we would add to the game. 

Wrote the in game text. 

This includes UI text, the checklist for the clipboard, UV wall text, any notes laying around in the game, etc. 

Planned a fictional ritual. 

I wrote and planned the steps and set up of a fictional ritual that was used to set up the final room in the game. 

Named game, characters and locations.

My contribution to the team

  • Being the  Scrum Master and Co - Product Owner. 

  • Being the vision holder. 

  •  Leading production. 

  •  Planning and dynamically adjusting workload  according to milestone requirements and deadlines

  •  Acting as a point of communication  between disciplines. 

  •  Pitching and presenting Project Asylum for Greenlight sessions and playtesting events for industry professionals.  

  •  Writing the team contract  before the start of production. 

  •  Creating tasks on Jira.   

  •  Hosting and planning weekly retrospectives. 

  •  Documenting  Project Asylum on Miro

  •  Assisting team members with P4. 

  •  Hosting and arranging playtest sessions. 

Gameplay

UV Light Puzzles

​Paper prototype.

The prototype describes how the puzzle works, what the player can discover in the room where the puzzle is being done and what reward the player gains. 

​Development.

Originally the UV light was a random item we wanted to add to the game but because it was an interesting addition to a walking simulator, I wrote it into the narrative more which naturally made it into our Core Game Mechanic.  

Player journey & Gameplay beats

I planned which path the player would take, in which order they would visit certain rooms, which events would be triggered in those rooms and what the player would find there.

UX

  • Paper prototyping the game map with and without accessibility features.

  • Paper prototyping the clipboard

  • Coding & designing UI widgets. 

  • Sound design.  

  • directing set dressing 

  • lighting 

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