This page highlights my recent personal project as a Game and Narrative Designer, with a focus on building my skillset within Unreal Engine 5.
 Over the past four years, I've been honing my skills with this software; focusing on not just mechanics but building: environments, in-game cutscenes, journal entries, dialogue, characters and lighting to convey the tone and story elements of the game. The design of a game is a part of its narrative, and by showcasing this I believe it demonstrates the consensus narrative has with level design and game design. This interactive experience is a work in progress. 
Featured here are the results of various levels and characters that I've developed during my spare time. The assets were created using a range of tools, including Marvelous Designer, 3D Draper, Quixel Megascans, Blender, Zbrush, Substance painter and sampler and Maya 2023.
This game is a historical horror adventure title, with choice consequences, interactable objects and items and dialogue options. The game also contains swimming and driving mechanics.
Feel free to click on the pictures to have a closer look, or view a small video depicting the scene in more detail.


View below for a look at some screenshots of gameplay and mechanics. These range from items data tables to active in-game interactable objects.
Voice acted Dialogue for readable documents
Voice acted Dialogue for readable documents
Inventory system, updates with every save and new item collected.
Inventory system, updates with every save and new item collected.
Scrollable voice acted pictures with subtitles.
Scrollable voice acted pictures with subtitles.
Item_datatable for one level.
Item_datatable for one level.
My in game writing for interactable letters.
My in game writing for interactable letters.
Localization enabled text for letters
Localization enabled text for letters
Dialogue_Wave for voice acted letters.
Dialogue_Wave for voice acted letters.
Main player characters interacting with collectable ingame.
Main player characters interacting with collectable ingame.
In game collectables highlight while playing as MC.
In game collectables highlight while playing as MC.
Inspecting objects in-game.
Inspecting objects in-game.
In game dialogue with choices and consequences.
In game dialogue with choices and consequences.
In-game dialogue reactions.
In-game dialogue reactions.
Menu Screen.
Menu Screen.
Load Screen.
Load Screen.
Final render of character clothing in Marvelous Designert
Final render of character clothing in Marvelous Designert
Render of clothing in marvelous designer.
Render of clothing in marvelous designer.
An in-game letter to an estranged nephew to his uncle.
An in-game letter to an estranged nephew to his uncle.
The drawing room as part of the manor level in game. This showcases our particle effects dust and post process volume for night gameplay. 
In-game character images of (John, Lloyd and Nia) all these are shot in engine using UE5's real time lumen lighting. Both levels are using a personalize post process volume to get the desired warmth and dark coolness of both levels.
These images depict our day and night cycle complete with dynamic weather system and wetness shaders for on ground materials.
A display of our underwater lighting and post-processing effects, created in collaboration with Karim's underwater lighting blueprints.
The Manor gardens, below are some screenshots of the outside gardens, cutscene stills and photogrammetry assets.
Real sculpt made by my late grandad, Jack Roberts.
Real sculpt made by my late grandad, Jack Roberts.
Rendered version including height maps, normal maps, alphas, color textures.
Rendered version including height maps, normal maps, alphas, color textures.
The family dinning room, this shows a range of different assets. The grand portrait displayed of John Roberts  was created in photoshop. It was then transferred to substance sampler to create the alpha oil painting texture. All maps where rendered out and imported as a material in UE5. The victorian sculpt on the fire place is real and scanned in using photogrammetry technology.
The family dinning room, this shows a range of different assets. The grand portrait displayed of John Roberts was created in photoshop. It was then transferred to substance sampler to create the alpha oil painting texture. All maps where rendered out and imported as a material in UE5. The victorian sculpt on the fire place is real and scanned in using photogrammetry technology.
This is a triggered in-game cutscene, when interacting with a bench the player spawns this cutscene, the cutscene will trigger a journal reflection entry in the inventory after this takes place. 
Inside the manor gameplay, this shows a walkthrough of one of the main levels in game, exploring the level through candle light via lead player controller. The level features Niagara physics, wandering NPC's and particle physics throughout. It also displays a dynamic weather system (thunder and lightening) to increase the games haunting tone. This is an Alpha Build WIP.

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