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shattered lights

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Shattered Lights is a one-of-a-kind, VR room-scale, single-player horror game developed for the HTC Vive Pro in Unreal Engine 4 where players have to navigate an abandoned underground facility. Using a system of cleverly hidden teleports, this game is navigated entirely via player's physical movement and the controllers are never one used to move. To bring horror forward and create the best possible atmosphere, this game utilizes a step-by-step event system to make sure that the player is always at the edge of their seat.

Steam Page

Role(s): Lead Designer, Producer

Team Size: 19

Development Period: 10 months (ongoing)

Engine: Unreal Engine 4

Platform: PC (HTC Vive Pro, Oculus Rift)

Achievements/Learning Points:​

  • Full development cycle from concept to release

  • Teamwork/management of a larger team

  • Level design within non-euclidean space

  • Application of agile to full cycle development

available

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user review
Very Positive

Voice of the players:

"One of the best free VR horror game on Steam."

"Awesome game! Can't believe its 100% free! The movement is absolutely genius and works even with a pretty tiny playarea."

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reviews

Is Shattered Lights The Scariest VR Game So Far?

"While there are many scary VR games out there the public is saying that it might be one of the scariest games they’ve played thus far."

"One of the cool facts about Team morbid is that they are all students who are studying International Game Architecture & Design Programme at the Breda University Of Applied Sciences."

Griffin Streeter,

vr and fun

My Work & Achievements

2019

IGAD

Awards

Best Design

2019

IGAD

Awards

Best Audio

2019

IGAD

Awards

Best Game

Level Design

Within this project, I designed and built 6 levels, each of which consisted of numerous corridors and rooms. Because of the unique, teleport-based setup of our game, all rooms have to fit into a 3x3m playspace and accommodate an exit and entrance teleports. This made creation of many interactions and events difficult but has created unique and very engaging gameplay.

Technical Gameplay Design

Large part of my work on this project, was dedicated to crafting individual chains of events and gameplay moments for the game. This would involve quick prototyping, playtesting, iterations and final polish/bugfixing. All of these events were focused on creating tension, leading the player's attention and delivering scary but engaging gameplay.

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Lead Design

My primary role with this project was Lead Designer. I was responsible for the completion and smooth progress of all design related work as well as interdisciplinary communication. This would involve working out pipelines, creating and managing the scope, updating and maintaining the backlog (agile development) and making sure our current work methodology was being utilized.

Documentation

Due to this being a long-term project with a larger team, it was important to make sure information got distributed quickly and efficiently. Because of this, especially in the concepting stage - I spent quite a bit of time working on one pager documents, the GDD, the level design bible, and other materials relevant to the game.

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