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Project Details:
 solo-developed 3D adventure game created for Game Design I at Otis College of Art and Design. Originally developed as a class project, it grew into a passion project.

Game Overview:
Lost Paws is a cozy stylized 3D adventure where players step into the paws of a curious marten navigating a beautiful wilderness after becoming separated from home. Players explore vibrant forests, hidden pathways, and atmospheric environments while overcoming obstacles, discovering secrets, and following the trail back to safety.

Lost Paws Trailer.mp4
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My Contributions

As the sole developer of Lost Paws, I was responsible for all aspects of production, including:

Game Design

  • Core gameplay design

  • Exploration and progression systems

  • Level flow and player guidance

  • Environmental storytelling

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Environment Art

  • Environment modeling

  • Prop creation

  • Foliage placement

  • Set dressing

  • Lighting and atmosphere

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Technical Art

  • Optimization

  • Post-processing

  • Niagara effects

  • Camera systems

Level Design

  • World layout and navigation

  • Open exploration spaces

  • Point-of-interest design

  • Encounter pacing

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Programming

  • Gameplay systems

  • Health and stamina systems

  • Collectibles and scoring

  • Checkpoints and respawning

  • Inventory and key systems

  • UI implementation

  • Blueprint scripting

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Note: The external asset used is the playable marten character model sourced from Fab. 

Environment Showcase

This section showcases key highlights from both Level 1 and Level 2, featuring important areas, points of interest, and the overall layout of each map. These shots capture the progression of the world, visual storytelling, and core gameplay spaces across both levels.

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Gameplay Systems | Blueprints & Programming  : Unreal Engine 5.6

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Level Design

LVL three Map : Marten's Den

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This is the Marten’s Den, a separate map in Unreal Engine that becomes accessible after collecting all three keys and unlocking the final gates. Once players reach the entrance of the Marten’s Den in Level 2, they are transported into this interior space to complete the final stage of the journey.

In this Level 2 blockout for Lost Paws, modeled in Unreal Engine 5.6, players collect three keys to unlock different points of interest, navigate dangerous water and high platforms, and explore an immersive environment on their journey to reach the Marten’s den. This blockout establishes the core gameplay flow, spatial layout, and interactive elements for the final level.

LVL Two Map

Early map iterations:

Early map iterations:

LVL One Map

Early map iterations:

This is my Level 1 blockout for Lost Paws. It features a smaller introductory map where players collect 30 gems and food scattered throughout the environment. In this level, players navigate physics-based platforms, explore multiple points of interest, and search for a hidden magical cave that transports them into Level 2.

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Development Process

A lot went right with this project, the props, overall scene, and full map came out amazing, and my character matched my initial concept perfectly while still feeling original. The music, story elements, lighting, and gameplay all worked together exactly how I envisioned, and I’m genuinely proud of how far I’ve come in Unreal this semester. I did run into a few roadblocks, especially when building the key-and-bar system, which became the most challenging and frustrating part of the project, and in my second level I accidentally deleted many assets and had to rebuild sections of the map. To fix issues like these in the future, I plan to organize my project files better, make regular backups before major changes, and continue practicing blueprint logic so I can troubleshoot more efficiently. Overall, yes, this project absolutely feels like professional quality, and I’m confident enough in the final result that I’ll be adding it to my portfolio and posting it on LinkedIn and Instagram because I’m genuinely proud of the work I created.

Exploring the Development Process of Lost Paws

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