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Project Details:

A narrative-driven 2D platformer created in Unreal Engine using the Paper2D plugin. Developed as a collaborative student project, the game explores themes of grief, memory, and queer love through a stylized Art Nouveau-inspired world.

 

Game Overview:

Thinking of You follows an immortal vampire who returns to a museum connected to a long-lost lover. As players explore dreamlike memories and uncover fragments of a forbidden romance, they experience a story about grief, healing, and the power of remembrance.

ThinkingofYou_VideoPlaythrough_CC.mp4

Gameplay Demo:

Screenshot 2026-02-20 1121255.png

My Contributions:
As the project's Level Designer and Programmer, I was responsible for designing and implementing the player experience throughout the game. My contributions included:

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Level Design & Environment Implementation

  • Designed and refined environmental layouts based on concept art

  • Translated 2D artwork into a playable 3D game space

  • Iterated on environment composition, player flow, and visual storytelling

  • Built and implemented environments from initial blockouts to final playable spaces

  • Collaborated with the 2D art team to maintain visual consistency throughout the experience

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Programming

  • Implemented gameplay systems and player interactions

  • Created level transitions and scripted events

  • Developed collectible functionality

  • Implemented narrative triggers and progression systems

  • Assisted with gameplay flow and player guidance

 

Software Used:

  • Unreal Engine 5.6

  • Paper2D Plugin

Environment Showcase

Gameplay Systems | Blueprints & Programming  : Unreal Engine 5.6

Development Process | Level Design

These are the early blockouts created during the level design process. We began with a hand-drawn digital map to establish the overall layout, player progression, and key gameplay moments before moving into engine development.

 

From there, I designed platforming challenges, moving platforms, and rotating mechanics while considering player interaction, pacing, and navigation throughout the experience. The digital layout was then translated into Unreal Engine, where I built the level blockout and later implemented the environment art, lighting, and final polish.

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