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Umbra

3D Sci-fi/horror exploration experience.

Team Size: 14

Engine: Umbra

Duration: 4 Months

Documents
Systems

Enemy Behavior

Description:
I designed enemy mechanics, including basic enemies with patrol behaviors and a boss that is always aware of the player’s location.

Explanation:
Basic enemies patrol set paths, becoming hostile when players get close but disengaging if they move away. The boss requires quick thinking to evade and can only be defeated using a special weapon discovered through exploration, enhancing the challenge.

Wall Running

Description:
I refined the wall-running mechanic, ensuring it became an intuitive and balanced feature of the game.

Explanation:
The mechanic allows players to initiate a wall run by holding the shift key while facing a wall. To maintain balance and prevent exploitation, players gradually lose altitude during the run and slip off after a short duration, creating a fair and engaging experience.

Flares

Description:
I addressed player disorientation in the game's darkness by introducing a flare mechanic.

Explanation:
Based on playtesting feedback, players often felt lost in dark areas. To resolve this, I implemented throwable flares, allowing players to illuminate their surroundings and regain their bearings when needed.

Level Design

The tutorial was designed to introduce players to core mechanics in a simple, structured way. Starting in a training area, players learn basic skills, including crouching to navigate vents and acquiring a key card needed to defeat the boss. Wall-running and double-jumping are introduced in a safe space, with players discovering that double-jumping costs health, encouraging careful use. Combat skills are tested against enemies before a surprise encounter with the boss teaches players that bullets are ineffective, prompting them to escape through a vent into the main level. Meanwhile, the art gallery rooms were crafted to evoke the eerie atmosphere of an abandoned space, featuring scattered art, toppled pillars, and mannequins in mysterious poses, sparking curiosity about the secrets they hold.

Nelson Schneider

Game Designer

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