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)