The Children Are Sleeping
First-person UE5 horror game — hide from an AI stalker and solve puzzles to escape.
- Spearheaded a 4-person engineering team within a 13-person studio; managed technical roadmaps and cross-discipline coordination to ensure milestone delivery.
- Engineered a weighted patrol system via Behavior Trees, stabilizing the first-encounter window to 12–48s (previously an inconsistent 30–100s) to enhance game pacing and tension.
Technical Deep Dive
Weighted Patrol & Encounter Pacing
Implemented a Behavior Tree-based weighted patrol system with location biasing and prediction logic. Stabilized the first-encounter window to 12–48s (from a volatile 30–100s), creating a reliable tension curve without scripted rails.
Persistent Save/Load Architecture
Built a unified persistence flow around BP_BaseInteractable and synchronized state through GameInstance + SaveGame. Preserved item positions, door lock/open states, and player stats across level transitions with deterministic restoration on load.
Interaction & Camera Reliability
Addressed edge-case UX failures in hiding/capture sequences by adding runtime rotation correction and camera constraint handling in C++. Prevented wall-clipping captures and reduced disorientation during hide-state transitions.