Overview
An atmospheric horror experience built in UEFN, designed around spatial audio and psychological tension. Instead of relying on jump scares, this map uses dynamic sound cues and AI-triggered events to mislead or guide the player. I carefully balanced lighting, fog density, and AI patrol paths to maintain suspense and immersion. Audio direction was handled with layered reverb and distance-based triggers to convey presence and threat. This project demonstrates my ability to merge audio design, level scripting, and emotional pacing in game environments.
Results & Highlights
- Streamlined workflows and improved data efficiency across project operations.
- Designed for scalability and maintainability with modern frameworks.
- Demonstrated strong full-stack, backend, and design skills.
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