Lost Memories
Overview
Lost Memories, is a 3D first-person horror game where the player encarnates Billy, an 67-year-old man. He went to his old house to remember some of this lost memories, but something is strange, and he is reviving all his memories in a loop.
I worked as a Game and Technical Designer on this project, designing and implementing through blueprints core mechanics, player experience, and horror sequences.
Project details
- Studio: Whisper studio
- My role: Game & Technical designer
- Genre: Horror, first-person, singleplayer
- Platform: PC
- Dev duration: Feb 2022 - June 2022
- Engine: Unreal Engine 4
My Contributions
- Designed and implemented core gameplay systems:
- Player movement with smooth, responsive controls.
- Dynamic camera system for immersive perspectives.
- Customizable input system for intuitive player experience.
- Designed and integrated an interactive object inspection mechanic:
- Enabled players to rotate, zoom, and examine items.
- Added contextual interactions to deepen engagement.
- Created a looping level progression system using invisible portals:
- Seamless transitions between loops without loading screens.
- Balanced design to maintain player immersion and narrative flow.
- Designed and implemented horror sequences:
- Scripted tension-building events with dynamic triggers.
- Integrated audio-visual cues to enhance fear factor.
Design Challenges
The challenge
Lost Memories is a horror game built around reliving memories in a loop. The core experience depends on the player feeling like they are genuinely returning to the same spaces. Loops need to feel natural and the levels need to feel real and grounded, not like disconnected game rooms stitched together.
The design challenge was finding a way to connect independent levels so the transitions felt seamless and reinforced the loop experience rather than breaking it.
Our approach
What broke
We addressed this by redesigning the corridors leading to portals with L-shaped turns, ensuring a portal was never visible from a long distance. Players would always encounter them up close, where the resolution held up.
How we fixed it
We moved away from portals as the primary connection system entirely. Instead, we connected levels through short transition corridors with two doors, a well-established pattern in games used to stream levels in and out without the player noticing.
This solved the performance problem and had an unexpected design benefit. These corridors became safe zones between loops, a deliberate breathing space where the player feels temporarily out of danger. This helped balance the tension curve and made the horror moments in the levels land harder by contrast.
Portals were kept in the project for select narrative moments where the visual effect genuinely serves the story.
Result
Performance issues eliminated. The game runs smoothly regardless of the number of active levels.
The transition corridors doubled as safe zones, improving the tension curve and making horror moments more impactful.
Portals were preserved for narrative use, where their visual impact is most effective.
The level transitions go unnoticed. The loops feel natural and continuous, delivering exactly the immersive experience we were designing for.