Eyes of the Forest
Team: 26 developers | Genre: | Engine: Unreal 5.4.4. | Role: Level Designer | Duration: Aug ‘24 - April ‘26'
Overview:
Eyes of the Forest is narrative-focused stealth thriller in which survival depends on patience, observation, and restraint. Players explore a fantastical environment where every movement matters and safety is never guaranteed.
Summary:
Planned and implemented levels from pre-production, to greybox layouts, to setdress pass.
Coordinated with programmers to implement a level streaming system to enhance performance.
Worked closely with environment artists to ensure a smooth level pipeline and maintain a clear vision for the game space.
PRE-PRODUCTION
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I collaborated with the other level designer to develop a series of mini-levels during pre-production. These prototypes allowed us to test the game’s feel and visual direction before the core mechanics were fully implemented.
Since the project relies heavily on immersion and game feel for engagement, establishing the visual and structural language early on was essential.
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Here are two scenes I composed: a stealth encounter and a safe area. In both, I experimented with scale to reinforce the player fantasy of being a small, vulnerable mouse, aligning with our design pillar: “You are a small, vulnerable creature.”
These micro-levels helped me understand the kind of world I’d be working in for the next few years, ensuring I’d have a stronger toolbox when full production ensued.
While I focused heavily on the composed scenes for mood, it was still important to consider the level's overall structure so the compositions would feel properly paced in the experience.
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In late pre-production, we ultimately decided to center the game around an NPC mentor companion (“buddy system”) and a spotlight-based stealth system for our main mechanics. With limited resources for complex enemy AI or animations, the spotlight became our primary hazard.
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Because the spotlight served as the primary hazard, my design prioritized timing, player pacing, and clear sightlines. I designed spaces that encouraged a steady rhythm of movement and clarity with these elements:
Players should rarely remain stationary for long, but also should not be forced into constant movement.
Cover elements protect players from the moving spotlight while maintaining necessary visibility of the environment.
Layouts were carefully staged so players could track the spotlight’s movement and plan their next move.
This approach ensured the stealth mechanic remained readable while maintaining tension and forward momentum.
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There will be more to come here soon, with production on Eyes of the Forest in full swing!