Two Unity games built from scratch, with AI-driven enemy behavior, custom C# state machines, and design-led level architecture.
Game design work: Unity 3D prototypes built from concept to playable experience.
A chilling escape room horror game where players navigate terrifying environments, collect clues, and survive a zombie encounter. The design challenge: make the room scary before the zombie appeared.
State transitions tied to player proximity and environmental events.
Light levels tied to AI state, building suspense before the encounter.
Clue placement designed around player attention flow and cognitive load.
Proximity-triggered ambient cues for sustained immersive tension.



A stealth-chase game where players reach a distant temple in under two minutes. The time constraint was a spatial design tool: every route had a tradeoff.
The spider doesn't chase unless you get close. Restraint as a design principle, for the AI and the player.