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EGO

3D first-person psychological adventure puzzle game

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It is a 16-week solo development project. I completed the entire process from concept to final build using Unreal Engine 5. The game features character control and environment-based puzzles. Players act as a psychoanalyst who enters the inner worlds of three patients. Through spatial puzzles and emotional clues, they experience a psychological healing journey. Dynamic visual feedback and spatial audio turn therapeutic processes into an immersive, interactive experience.

Core Mechanics

Goals:

Guide three patients through their traumatic mental worlds to achieve healing by confronting their deepest fears.

Dialogue System

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  • Uncover patient backgrounds through conversations

  • Build trust by selecting dialogue options

  • Gather key clues to guide progression

01

Action System

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  • Navigate through surreal environments

  • Avoid threats using jumps and movement

  • Each action represents confronting fears

03

Choice System

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  • Face binary decisions at critical story moments

  • Each choice impacts patient emotional states

  • Different paths lead to distinct narrative endings

02

Feedback System

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  • Real-time environment evolution with progress, from distorted to healed states.

  • Lighting and visuals reflect treatment impact

  • Visual changes directly reflect recovery

04

Inspiration

My Sister's Clinical Cases: Foundation of Authenticity

  • Source: Directly drawn from real patient cases and symptom descriptions documented by my sister in her psychiatric practice.

 

  • Significance: Provided irreplaceable, real-world details and emotional depth, ensuring accurate and empathetic portrayal of mental illnesses.

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Main Character

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Ana

Empathetic psychiatrist who steps into patients' minds to heal trauma through mutual vulnerability.

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Francis

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Scott

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Amelia

Schizophrenic poet battling flesh-forming hallucinations and warring inner voices.

Megalophobic victim haunted by ghost leviathans—tsunami-borne whales and drowned city statues.

Trypophobic sculptor haunted by canvases swarming with creeping frogs and bottomless pores.

Level 1 Design

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Level 2 Design

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Level 3 Design

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Production Process

Environments

  • I crafted three distinct psychological spaces: twisted corridors that evoke the claustrophobia of schizophrenia, vast cityscapes that make players feel insignificant against megalophobia, and complex mazes that simulate the decision anxiety of trypophobia.

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Core principle:

Architecture directly reflects psychological states

Scene Display

Development

Portal

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The implementation of a portal mechanism facilitates seamless player progression to subsequent locations or levels.

Auto-Toggle Door

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Designed for the immersive experience of the initial level, the user has personally recorded the sound effects for door opening and closing operations.

Background Music

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The implementation incorporates background music, volume modulation, and a proximity-triggered voice activation mechanism.

Key Collection

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Designed for the first level, players can only enter the final room after obtaining the key. Additionally, a UI that is in line with the overall style of the game has been added.

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