
The Project
The Children Are Sleeping is a 3D third-person atmospheric horror game. Play as Mori, a troubled young girl with only a candle to light her way, as you traverse a world of nightmares to find her father, all while avoiding a monstrous, imposing creature that's hunting you down.​

What I Did
​I joined the team partway through development, serving as a narrative and level designer and helping to refine the game through each milestone.
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​Designed the game's main levels
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Scoped down and refined the narrative to focus more on the player character's emotional journey
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​Contributed in discussions concerning supporting game mechanics such as a sanity system
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Wrote interactable notes and dialogue to create an engaging narrative experience
What I Learned
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How to work with artists and the art production pipeline
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Unreal Engine 5 3D, primarily level whiteboxing
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Narrative implementation in an explorative game
Narrative Design
First Pass​
When I first joined the team, the story was much larger in scope. It had more characters, more enemies, and a darker, more detailed story.
I pushed to scope the scale of the narrative down and focus on a core group of three characters: Mori, the protagonist and player character, Kitty, Mori's sister and caretaker, and the Soldier, the main nightmare monster and main enemy. I wrote dialogue and character briefs for this stage of development.


Concept art of the characters (clockwise from top left): Mori Dochas, Kitty Dochas, The Soldier

Second Pass
We simplified the story of the game and cut the characters down to Mori and the Soldier (while still having some minor, unseen characters). I kept a running narrative document we used to track our script and other narrative vehicles (notes, environmental assets, and images).
Third Pass
I wanted to focus on using the foundation we built to tell a more emotional story focused on Mori's struggles and themes of grief, loss, and war.
We used note pickups to reveal bits and pieces of the worldbuilding and story: things like posters or letters written from the battlefield.
Cutting the narrative fat to focus on a core few characters allowed us to dial in on the emotional beats and storytelling. Scoping down made the narrative design that much more effective.


Level Design
First Pass​
First version of a playable level when I joined was a winding hallway with rooms to the side. For a chase-stealth game, this wasn't engaging. My first pass at a redesign was a more condensed location with lots of loops to promote more running, lengthening the play time and allowing for more varied playthrough.

First Pass Progression

Concept Sketch

Level Diagram

Rough Sketch

Level Whitebox

Second Pass
The next level pass was focused on creating more distinct environments. I came up with the idea of each level being themed on a type of room, such as a library or nursery. The main levels each have a puzzle as the central objective, requiring exploration and engagement with the monster to find all their components.
The Library
The first main level. I designed, whiteboxed, and populated the level with art assets.

Key Elements
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Tall ceilings and towering obstacles to create an imposing atmosphere and make the player feel small.​
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Mostly cool, dim sources of light to enforce the atmosphere.
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Large space split into smaller loops with small areas along the sides.

