

Dialogue System
I had the opportunity to collaborate with voice actors for our project. I also created a database to organize the dialogues, which made them easier to manage. Next, I used Blueprints in Unreal Engine to activate and synchronize these dialogues with in-game events, ensuring a smooth and immersive narrative experience.


item and inventory system


The item system I designed includes a feature where a camera automatically activates when a player interacts with an item. The camera films the object, which is outside the map, to produce an image and then this image is projected onto the player interface.
Previously, the object would move in front of the player, causing clipping in some places and lighting bugs.

Construction of the orphanage
The level was designed to highlight key moments, such as the monster's first appearance, and maintain constant tension. Initially, some events only occurred 30% of the time, but after testing we increased this frequency to 100%. This makes the experience more engaging for players and allows the team to fully value their work.

Framing important moments



Everything surrounding the backend of the project (Technical side)
For a team of only 10 people, you sometimes have to step outside your field of expertise. For me it's not a problem. Here is a list of all these actions that I was able to accomplish:
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UI/UX integration
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Integration of sounds using Wwise software
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Checkpoint System
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Complex Menus and Settings
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Full English translation of the game
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Steam/Itch release + Credits
