Roots of Terror

2024.01 - 2024.04

Escape a dark forest by reading clues, solving puzzles and managing the noise that attracts a pursuing tree monster.

Project
Academic team project
Engine
Unreal Engine 5.2
View gameplay flow

Demo

Gameplay flow

Gameplay sequence
  1. Search

    Read clues and locate puzzle items.

  2. Listen

    Balance movement speed against noise.

  3. Escape

    Unlock the next section under pursuit.

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My contribution

Level design collaboration
Contributed to the level layout on paper and in the engine.
Gameplay implementation
Handled the non-art implementation, including interactions and the gameplay systems that support exploration and progression.
Monster AI
Implemented the monster behavior and pursuit systems.
Audio
Implemented sound effects and gameplay audio. Artwork was created by teammates.

Inspiration

The player wakes at a ruined campsite and reconstructs what happened through letters and other clues. With no combat, survival depends on finding a route out while avoiding the monster.

Gameplay

Players search a maze-like forest for clues, keys and puzzle items. Password puzzles and minigames unlock later sections; some clues and props use random placement.

The monster uses sound-based tracking. Sneaking reduces noise, while sprinting creates more noise but helps the player escape quickly.

Exploring the forest while avoiding a sound-sensitive monster
Exploring the forest while avoiding a sound-sensitive monster

Technical Implementation

I implemented the non-art gameplay systems in Unreal Engine 5.2 Blueprints, including movement, interactions, progression, monster AI and audio.

Read the technical implementation notes

Walking, sneaking and limited-duration sprinting give the player different noise and speed options. The monster’s sound-based tracking makes those movement choices relevant to pursuit.

Keys and puzzle completion gate access to later areas. Random clue placement changes the search locations while keeping the progression requirements consistent.

Chase music, proximity cues and a spotted sound communicate the pursuit state. These cues help the player react when the monster is outside the camera view.

Level Design

I contributed to the level layout both on paper and in Unreal. The forest uses connected paths and locked sections to combine clue searching with escape routes.

Roots of Terror — Level Design
Roots of Terror — Level Design

Roots of Terror

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