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The ruined orphanage interior in Black Lake, lit by a monumental ritual structure
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Commercial production · Polydin Studio

Black Lake — Level & Technical Design Case Study

My work on a first-person cosmic survival horror game, where atmosphere, player guidance, encounter logic, and robust implementation must all tell the same story.

Role
Level / Technical Designer
Studio
Polydin Studio
Engine
Unreal Engine 5
Release
Coming soon

I bridge the space between a design idea and a dependable player experience.

On Black Lake, I contribute across level and technical design. That means thinking about the emotion a space should create, the decisions it asks from the player, and the implementation required to make that experience hold together in production.

My value is in the connection: spatial design informed by systems, technical implementation informed by player intent, and iteration informed by what actually happens in-game.

01

Level architecture & player flow

Building readable spatial hierarchy, routes, landmarks, and pacing so exploration feels intentional while tension stays intact.

02

Technical design & implementation

Connecting design intent to Unreal Engine logic, prototypes, gameplay events, and reusable solutions that the team can iterate on.

03

Iteration & production delivery

Testing the player experience, diagnosing friction, communicating dependencies, and carrying work from idea to production-ready execution.

The official announcement trailer, featured by IGN.

Black Lake is now public on Steam and open for wishlists. The trailer offers the clearest look at the atmosphere, navigation, encounters, and gameplay context behind my production work.

Open trailer on YouTube

Horror built from connected decisions.

These public game pillars define the design problem: every route, interaction, and technical event must reinforce vulnerability, curiosity, and the cost of moving forward.

Interconnected exploration

Classrooms, flooded halls, chapels, and impossible spaces form a world that rewards observation and spatial memory.

Temporary safety

Candles create short-lived refuges, turning recovery, resource management, and the decision to move on into one tense loop.

Pressure through limitation

Stealth, distraction, limited resources, and a weapon that buys time rather than certainty keep encounters readable but dangerous.

Narrative in the environment

Routes, clues, encounters, and puzzles carry story information so the orphanage communicates through play—not exposition alone.

A candlelit classroom in Black Lake filled with dolls and improvised safe light
Light becomes navigation, safety, and pressure.
The player lighting a lantern in Black Lake
Every interaction must stay legible under tension.
A disturbing doll and revolver on a desk in Black Lake
Environmental detail carries story and threat.
A ritual structure framed by the ruined orphanage in Black Lake
Composition makes the objective emotionally unmistakable.

Reliable is a design skill.

Strong production design is not only a compelling idea. It is a clear decision, a testable implementation, an honest iteration loop, and work the rest of the team can trust.

  1. 01

    Frame the intent

    Define the player emotion, gameplay purpose, constraints, and success criteria before committing to detail.

  2. 02

    Build the playable truth

    Prototype early in engine so decisions are tested through movement, timing, interaction, and real production conditions.

  3. 03

    Pressure-test the experience

    Play, observe, debug, and refine. Treat unclear guidance and fragile logic as design problems—not player problems.

  4. 04

    Leave the work stronger

    Communicate edge cases, keep implementation understandable, and hand off work that other disciplines can confidently build upon.

Looking for a designer who can own both the experience and the implementation?

Black Lake is developed and published by Polydin Studio.