Andres Valbuena

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Lead Area Designer & Narrative Designer · UE5 capstone

Winter's Hunger

2024 · 2025

I led area design on Winter's Hunger, a first-person horror game in Unreal Engine 5, and told its Wendigo story through space, puzzles and systems, with no dialogue.

developers on the team
6
semesters of development
2
signature puzzles, each with a trade-off
3
Role
Lead Area Designer & Narrative Designer
Team
6 developers
Tools
Unreal Engine 5, Blueprint
Dates
2024 to 2025
Gameplay from the capstone build. Unreal Engine 5 and Blueprint.

What I did

Puzzle design

I designed every puzzle around one question: what can the player afford to lose? In Frozen Corpse, smashing the dead hand free is loud and the Wendigo hears it. Thawing it is quiet and burns fuel the player will want later. A wrong choice carries a permanent consequence, and the game never resets to a fail screen.

  • Frozen Corpse: smash a frozen hand and alert the Wendigo later, or melt it and lose fuel and warmth.
  • Blood in the Snow: read symbols to pick a path through a branching cave. The wrong path leaves the player with lasting auditory hallucinations.
  • Silent Feast: a trap that turns the player's survival instincts against them. The solution costs inventory.
Puzzle design document: Frozen Corpse breakdown and the start of Blood in the Snow
From the puzzle design document: Frozen Corpse and Blood in the Snow.

Game design document

I documented every system in the team's 33-page GDD, which was on version 3.2 by the end of the project.

  • Core loop flowchart: exploration, arenas, skull totems and the end state
  • Systems: HUD, resources, combat, puzzles and sanity-driven hallucinations
  • World and level design, art and audio direction, enemies and progression
  • Asset lists for sound, food items and props
GDD pages: core gameplay loop flowchart, and puzzle and hallucination mechanics
Core gameplay loop and the puzzle and hallucination systems, pages 6 and 10.

Environmental storytelling

I told the story with no dialogue. Players learn about the Wendigo from journals, prop placement and the order they move through rooms, and I built each area as a setpiece that controls line of sight.

I designed the sanity system that raises heartbeat audio, a vignette shader and camera shake as sanity drops or the Wendigo gets close.

More detail

Quest scripting

Multi-phase quest sequences in Blueprint track progression, failure states and the consequences of each choice. Trigger volumes and player position checks drive puzzle progress and ambushes.

Working across disciplines

I shared layout goals through editor blockouts and top-down diagrams. I led weekly syncs with environment art, narrative and programming, coordinated asset handoffs, and adjusted pacing from playtest feedback.

What I learned

Sanity, lighting and resource systems interact with space in ways a layout has to plan for. Readable, reusable area design and steady communication kept mood, mechanics and layout aligned under tight milestones.