Unreal Engine Explorations

Roles:Environment Designer, Gameplay Scripter & Developer, Technical Artist Tools: Unreal Engine 5, Blueprints, C++, Shader Editor, Quixel Bridge, Sound Cues



A series of experimental Unreal Engine projects that explore fear mechanics, audio-reactive design, and immersive landscape building, pushing the boundaries of interaction, mood, and spatial storytelling.

Horror Escape Room

Project Summary:
This escape room prototype explores psychological horror through real-time interaction, environmental narrative, and subtle unease. By designing the space around triggers, puzzles, and shifting lighting states, the level heightens suspense without relying on jump scares.

Problem Space:
Horror games often lean heavily on scripted scares. This project investigates how environmental tension, subtle sound cues, and real-time reactions can create sustained fear through design alone.

Key Features:
Blueprint-driven puzzles (door locks, object rotation, light-switching)

Dynamic lighting shifts based on player movement

Ambient sound zones and hidden triggers for escalating tension

Minimal UI for deeper immersion

Outcome:
An eerie, slow-burn horror experience emphasizing spatial unease, memory, and interactive discomfort—built to explore how players psychologically react to unknown variables.




Dynamic Audio Material System

Project Summary:
This experiment connects Unreal’s audio engine with its material and shader systems. Sounds aren’t just heard, they reshape the visual world.

Design Goals:
Map pitch, frequency, or amplitude to visual elements

Use sound as a gameplay mechanic, not just background

Enable environmental storytelling through reactive design    

Implementation:
Audio-reactive shaders using Dynamic Material Instances

Parameter-driven visuals modulated by pitch curves

Shader blending based on sound amplitude

Outcome:
A system that reimagines how game environments can “listen.” It transforms passive audio into a driving force for narrative and visual feedback.



Landscape-based Environment Design

Project Summary:
This project explores landscape sculpting and biome creation using Unreal Engine’s environment tools. The level is a standalone space showcasing natural realism, lighting, and ambient design.

Focus Areas:
Terrain sculpting with layered material blending

Procedural foliage and rock placement

Interactive water using built-in Unreal Engine water system

Lighting zones mimicking weather and time of day

Outcome:
A cohesive and atmospheric world space used to practice environmental storytelling through natural terrain, movement paths, and player-centric composition.