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2024 - 2025

ARRIVAL

Designing Tension Through Reliable AI and Player Interaction Systems

Third-person horror prototype built around AI behaviour, environmental interaction, and controlled progression.

Built to test whether stable enemy AI and simple interaction systems could consistently drive tension, pacing, and player decision-making.

ROLE
Technical Game Designer

FOCUS
AI Behaviour,  Interaction, Tension Design

ENGINE
Unreal Engine 5 (Blueprint)

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SCOPE
Solo Project (Full Pipeline)

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GOAL

Build a tightly scoped horror experience where reliable AI and simple interaction systems work together to create consistent, player-driven tension.

Focus on stability, clarity, and controlled progression to ensure the experience remains immersive without relying on randomness or one-off scripted events.

CORE SYSTEMS

CHALLENGES & IMPROVEMENTS

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AI Navigation

Tall enemy frequently clipped corners and broke pathfinding, causing stalls and stuck states.

Improvement:
Refined nav settings and collision, then moved to State Trees for stable behaviour.

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Encounter Design

Early scare events felt disconnected and lacked purpose within the level.

Improvement:
Replaced with player-driven encounters using teleport points and distraction tools.

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Player Interaction

AI could block player paths, creating frustrating dead-ends.

Improvement:
Introduced a throwable distraction system to redirect enemy behaviour.

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Level Readability

Corridor-heavy layout made navigation unclear despite added signage.

Improvement:
Simplified layout and improved visual guidance to support player flow.

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OUTCOME

      Built a stable AI system that maintains pressure without breaking or stalling.

✔      Designed interaction systems that control pacing through player-led progression.
 

      Delivered consistent tension through system design rather than scripted events.

© 2026 Mitch Turner

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