
The Curse of Curiosity
Final University Project
Roles
Concept & Design Lead, Level Designer, 3D Artist, Programmer, Director, Writer, UI/UX Design
Year
2025
Engine
Unreal Engine 5
Platform
PC
A girl has gone missing, and you are the only one that can find her. In this game, you play as a private investigator and it’s up to you to uncover the truth of what happened. Your only lead? Her bedroom filled with cryptic clues, personal artifacts and a trail of obsession.
This project was a key developmental project for me, where I focused on strengthening my Blueprint structuring, debugging workflow, and system-based design thinking. Through building interconnected mechanics that supported tension and pacing, I developed a deeper understanding of player psychology and environmental storytelling. The project also improved my ability to manage scope, iterate efficiently, and design scalable systems rather than one-off solutions, marking a significant step forward in my technical confidence within Unreal Engine.
The Blueprints were built around modular, event-driven systems with clear state control and separation of responsibility. Core mechanics were handled through structured trigger volumes, boolean and enum-based state validation, and controlled execution flow to prevent unintended overlaps or soft locks.
Primary technical challenges included managing chained trigger events without race conditions, maintaining consistent player control while introducing tension-based mechanics, and preventing logic conflicts as system complexity increased. These were resolved through cleaner graph structuring, use of custom events, controlled variable resets, and improved debugging practices. The result was a more scalable, readable Blueprint framework that supported both gameplay pacing and maintainability.




















