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Facility X

A stealth horror adventure game where you're an ex-government employee breaking into a facility. Your mission is to collect incriminating evidence to expose their wrongdoings. Depending on evidence collected, there are 3 possible endings you can get. This is my capstone game where I did game design, focusing on gameplay and levels. I worked closely with the narrative designer to deliver a suspenseful experience.

Game Details

My Role: Game Designer and Level Designer

Team Size: 7

Genre: Stealth Horror Adventure

Engine: Unreal

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Contributions

  • Developed pitch, mechanics, and progression with the team

  • Worked with the programmer to design the enemy agent's behavior and AI

  • Players can manually save using a checkpoint station to prevent situations of getting caught in a death loop

  • Players collect keycards, push crates, and control a diving drone to navigate the level or change up gameplay from sneaking around the entire facility

  • Worked with the narrative designer to ensure story progression is followed accurately while navigating Facility X

  • Implemented layout of the entire facility and a chase sequence using blueprints and level sequences

Gameplay & Layout

The player will primarily navigate the level via stealth with enemy agents patrolling in rooms where keycards or important rooms are found.

Facility X all evidence, agents, doors.png
Floor 1 Paths.png
  • Maze like layout to encourage exploration, so players could find extra evidence

  • Different endings based on extra evidence collected to encourage replayability

  • Keycards placed along the critical path are used to unlock doors and advance gameplay

  • Player loops back through facility so they have a chance to go back and get anything they missed

Locker Hiding Spot

View from within a locker

Table hiding spot

A view from under a table

  • To avoid enemies, the player can crouch or run to a hiding spot (locker or table)

  • Hiding spots give the player a limited view to increase tension and allow them to plan

  • Enemy agents can't see players in a hiding spot, only when players enter one directly in front of them

    • This encourages players to not use hiding spots as an easy safe zone​

Agent Matthews

The main antagonist and one of many clones that patrol Facility X. If the player is in their cone of sight or seen, they'll be pursued. They can either run away or use a hiding spot. He'll kill the player if they get caught.

Blindspot coverage.png
  • Agent AI focuses on following patrol paths and manually pursuing the player

  • Set patrol paths allow the player to observe and plan their route to avoid getting caught

Agent Behavior (3).png
  • Agent patrol paths cross the critical path at least once

    • Ensures the player is challenged and that agents are a threat​

  • Agent patrol paths cross the critical path at least once

    • Ensures the player is challenged and that agents are a threat​

  • Agent patrol paths cross the critical path at least once

    • Ensures the player is challenged and that agents are a threat​

Crate Room Layout

Layout with Critical Path

Double Agent Room Layout

The Drone

The player controls a drone to navigate the underwater portion of the level. They must retrieve a blue keycard and can grab the optional body at the end of the zone. They can only pilot when drone when using the terminal below. This gives them a break from stealth gameplay and eases tension.

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