Not my war
Overview
Not My War is a 3D isometric stealth and exploration game where the player encarnates a small white ferret. Explore, survive, and escape an island overrun by deadly machines.
I worked as a Game and Level Designer on this project, designing core stealth mechanics, levels, and gameplay systems while collaborating closely with the art and programming teams.
Project details
- Studio: 24-Pack studios
- My role: Game designer (Gameplay, level, systems)
- Genre: Stealth, isometric, exploration, adventure
- Platform: PC
- Dev duration: Jan - Oct 2025
- Engine: Unreal Engine 5.5
My Contributions
- Designed and documented core mechanics and systems of the game:
- Main character mechanics such as basic movement with gradual acceleration using a controller, sprinting, crouching, and camera panning to give the player more freedom to plan their next step.
- Camera, taking into account the isometric view and adding a deadzone to make camera movement smooth.
- Stealth:
- Types of detection senses such as visual and hearing.
- Floor types with different noise levels and movement penalties.
- Various types of cover such as high cover, low cover, and bushes.
- 6 Different enemy types with unique behaviors and detection capabilities.
- AI system with different states such as idle, suspicious, alert, and pursuit.
- Gadgets system, connected to a consumable object system.
- Designed level layouts and made blockouts of 2 major levels with over 8 sublevels each.
- Designed and implemented tutorization.
- Designed a tutorial panel system to teach core mechanics such as gadgets.
- Designed a control hint system to teach basic inputs of the game.
- Designed and implemented the tutorial level of the game, ensuring that players learn the basics in a safe and gradual onboarding section.
- Designed and tested over 15 stealth encounters.
- Balanced core-gameplay elements such as player controller and enemies.
- Prototyped a door system (shortcut door, locked by key door with different levels and lever door).
- Designed UX systems to increase gameplay feedback to the player.
- Implemented many systems developed by the programming team into the levels.
- Worked side by side with art and programming teams to bring all the ideas together.
- Exhaustive testing and QA of the game.
- Reported and documented every bug I found to ease the programming team's job.
Design Challenges
The challenge
Gadgets are one of the core mechanics of Not My War, limited-use tools that are obtained by a crafting system, which were designed to give players options against enemies. Their scarcity was a deliberate design choice to encourage cautious, deliberate play.
Playtests revealed a critical failure: encounters didn't require gadgets to complete, so players ignored them entirely. Without mandatory usage, the system felt optional and underwhelming, leading to low engagement and a missed opportunity to enrich the core stealth gameplay.
Our approach
What broke
How we fixed it
- Removed crafting. The system added friction to the core loop without meaningful payoff. Removing it simplified gadget acquisition and kept the gameplay focused on stealth.
- Gadgets are now scattered around the world. Gadgets are now distributed across the map, with deliberate placement before mandatory gadget encounter zones to guarantee players are always ready.
- Pre-encounter checkpoints. Checkpoints are placed before gadget zones to ensure players re-enter encounters fully stocked after failure. Each zone also provides more gadgets than strictly required, rewarding players with an extra supply for later use.
Result
Gadget engagement increased significantly. Now players interact with the system consistently throughout the game.
Scarcity is preserved, maintaining the resource-management tension that defines the game's stealth-puzzle identity.
Softlocks eliminated. The core loop is simpler and more focused on the primary stealth experience.
The challenge
Our approach
Pacing: We redesigned the level progression around a structured rhythm, alternating encounters with exploration segments, narrative beats, and key progression moments.
Each encounter was designed and tested independently as a self-contained unit, then reintegrated into the level as a puzzle piece. This allowed us to tune difficulty progressively and deliberately.
Before
EncounterEncounterExplorationEncounterAfter
EncounterExplorationEncounterNarrativeEncounterKey momentOrientation: I personally prototyped a door system, with shortcuts and keys, to give us a tool to control player flow. Shortcut doors worked as smaller checkpoints, while locked doors created clear landmarks and forced players to follow a more readable path. This way, we unlocked areas after completing biome-final encounters, reducing backtracking and rewarding progression.
We also added a map that unlocked incrementally as players explored, giving spatial context without handing them all information upfront.
Result
Difficulty spikes eliminated. Encounter difficulty now scales progressively and consistently across the levels.
Players no longer get lost. The door system creates a readable progression path without removing exploration.
The incremental map gives players agency over spatial awareness without breaking the game's tense atmosphere.