GP4 TWINS

During my most recent team project, I took on the role of a level designer for two entirely different games. Both are still in production, but the process of creating them has been incredibly engaging and fascinating for me.

PROJECT: Demand Dial Exorcist

https://futuregames.itch.io/dddee

https://youtu.be/fbOkXW__-GM

In this project, I am responsible for designing the apartment of an elderly Hollywood actress who is haunted by a demon. The player’s goal is to perform a ritual to exorcise the demon from the house. When designing the level, I considered the background of the character living there—a wealthy, elderly actress with no family, living alone, and suffering from severe depression. Her apartment is large and lavishly decorated, with distinct areas such as the public daytime spaces and more private areas like her bedroom, bathroom, and smoke room.

My design approach focused on tying the gameplay—specifically the demon’s behavior—to the narrative. I created a list of demon actions and linked them to her responses. For example, the demon shatters mirrors, and she covers them up; it walks on the ceiling, so she pins carpets to the ceiling in response. In each room, I aimed to include a unique focal point that ties into the character’s story and the demon’s influence.

PROJECT: Whispers in the tea house – onhold

https://futuregames.itch.io/whispers-in-the-teahouse

In this project, the player is tasked with solving a murder mystery set in a traditional Japanese inn (ryokan), where one of the guests has been killed. The game follows an Agatha Christie-like atmosphere, with the ryokan cut off from civilization due to a storm. My layout design aimed to evoke a serene, meticulously maintained ryokan, built by someone who has dedicated their life to escaping the outside world.

I divided the layout into three sections: the main ryokan building, a zen garden, and four guest cottages. I added special elements to the plans, such as secret passages, water features, and a dedicated tea ceremony room. Each guest cottage was designed to reflect the personality of the person staying there, ensuring that every space feels distinct.

For this project, I also worked on the narrative design, level art, and lighting, ensuring that the atmosphere complements the suspense and elegance of the setting. Each of these roles allowed me to deepen the immersive experience for the player while maintaining the unique character of the ryokan and its guests.