Stuffed Animal Nightmares

A third-person stealth gameplay prototype where the player controls a stuffed animal protecting a child from hostile nightmares inside a house.

The experience focuses on readable enemy awareness, stealth positioning, and AI-driven tension rather than combat spam. Enemies punish careless movement, encouraging planning and spatial awareness.


Key Systems:

  • Line-of-Sight Detection
    Enemies detect the player through vision cones and visibility checks, creating clear stealth rules and readable danger zones.

  • Enemy AI & Spawning
    Enemies spawn dynamically and transition between idle, alert, investigate, and attack states based on player behavior.

  • Stealth Gameplay Loop
    Players must approach enemies from behind to defeat them, reinforcing positioning, timing, and spatial awareness.

  • AI Perception & Follow Behavior
    AI reacts naturally to player movement using perception-driven tracking and follow logic for believable pursuit.

  • Level Design & Encounter Layout
    Interior spaces are designed to support sightlines, hiding spots, and flanking routes.

Why I built it?

Stuffed Nightmares began as a personal concept, but evolved into a focused exploration of stealth mechanics, enemy AI, and emotional tone through gameplay systems.

The goal was to build tension through systems rather than scripts, using AI perception, line-of-sight rules, and level layout to communicate danger and safety without UI clutter.

This project demonstrates my approach to gameplay design:
clear rules, readable feedback, and systems that teach the player through play.


Technologies: Unreal Engine 5 · C++ · Blueprints · AI (Perception, Line-of-Sight)

Stealth Gameplay & AI Prototype (In Progress)