UE5.3 Solo Project

Whispered Paws

Nocturnal Noir & Technical Precision. A suspense-first game production focused on atmospheric level design, robust gameplay scripting, material fidelity, and final polish.

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Executive Summary

The Quadrant Grid

Level Design (Concept)

Silhouettes, shadow-lines, and campus mystery drive every composition pass from blockout to final pass lighting.

Scripting (Mechanism)

Blueprint-first systems with readable logic flow and stable state management for gameplay interactions.

Modeling (Material)

Surface storytelling through geometry discipline and texture response using physically-based material layering.

Challenges (Polish)

Problem solving pipeline that removes friction points while preserving performance, readability, and mood.

Deep Dive

Level Design: Inspiration vs. Execution

Design Intent

The campus at night was designed to feel familiar yet unsettling. Reference boards prioritized muted geometry, controlled contrast, and fog as an active framing tool.


Execution Notes

Volumetric fog and selective warm highlights direct players into narrative beats while preserving the unknown in peripheral spaces.

Systems

Scripting: Interactive System Cards

AI System

[AI_STATE] Patrol -> Investigate -> Pursue [SENSE] SightCone + SoundEvents [RECOVERY] Cooldown returns to patrol spline

Stamina System

[INPUT] Sprint held [DRAIN] DeltaTime * sprintCost [REGEN] Delay timer before refill curve

Flashlight System

[POWER] BatteryLevel clamps 0..100 [FALLOFF] IES profile for realism [FEEDBACK] Flicker threshold under 10%

Grab / Drop

[TRACE] Line trace from camera [ATTACH] Socket binds pickup actor [DROP] Sim physics + impulse by velocity

Modeling Showcase

Material Lab: Purdue Clapping Circle

Wireframe analysis showing geometry discipline and edge-loop consistency for clean shading control.
Albedo pass emphasizing rust and stain distribution from Quixel texture sources.
Final render balancing roughness, grime breakup, and cinematic directional response.

Texture focus: Rust & Stain blend layering with controlled roughness to retain readability in low-light environments.

Technical Polish

Flashlight IES Hack & Interact Cursor

Two Spotlights

Hard overlap improves brightness but introduces unrealistic hotspot edges and uneven falloff.

IES-Driven Falloff

Single physically-inspired cone with profile-based attenuation creates grounded flashlight behavior.

Interact Cursor: Target In Range
Call To Action

Step Into Whispered Paws

Download the latest build and explore the full atmosphere, systems, and technical detail in playable form.

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Asset Breakdown

Playing Scene Overview

Whispered Paws gameplay view
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What this explains

This section introduces the baseline player experience, pacing, and tone established by the final playable scene layout.

Asset Breakdown

First-Person Perspective Setup

Whispered Paws first person perspective
fpp.png

What this explains

This section details camera framing, focal direction, and how first-person readability is protected in dark environments.

Asset Breakdown

Fog Composition and Layering

Whispered Paws fog setup
fog.png

What this explains

This section explains volumetric fog usage, silhouette separation, and tension pacing through controlled light scattering.

Asset Breakdown

Flashlight Detail Pass

Whispered Paws flashlight detail
flashlight_detail.png

What this explains

This section breaks down beam tuning, hotspot control, and falloff decisions used to keep exploration feedback grounded.

Asset Breakdown

Spawner Logic Setup

Whispered Paws spawner blueprint
spawner.png

What this explains

This section documents spawn conditions, trigger control, and state safety to avoid overlap during encounter escalation.

Asset Breakdown

Raccoon AI Behavior

Whispered Paws raccoon AI system
raccoonAI.png

What this explains

This section explains patrol, reaction, and pursuit behavior transitions that shape threat readability and player anticipation.

Asset Breakdown

Movement Speed Tuning

Whispered Paws movement speed setup
MovementSpeed.png

What this explains

This section covers movement curve balancing, acceleration comfort, and speed constraints for controlled horror pacing.

Asset Breakdown

Grab and Drop Interaction

Whispered Paws grab and drop system
grab&drop.png

What this explains

This section explains trace validation, attachment sockets, and release behavior for consistent object interaction feel.

Asset Breakdown

Interact Cursor Feedback

Whispered Paws interact cursor
InteractCursor.png

What this explains

This section details UI feedback thresholds, cursor state signaling, and interaction confidence for low-light play.

Asset Breakdown

Rust and Stain Material Layering

Whispered Paws rust stain material
RustStain.png

What this explains

This section explains mask blending, roughness variation, and storytelling through age and wear distribution.

Asset Breakdown

Seamless Texture Validation

Whispered Paws seamless texture
SeamlessTexture-min.png

What this explains

This section documents tiling quality checks and repeat mitigation to maintain visual continuity across large surfaces.