← Back to projects01 / Digital game / Portfolio prototype

Mindwarden

Read familiar spaces again when their rules begin to change.

My role
Personal project · level design, environment development and Blueprint implementation
Tools
Unreal Engine / Blueprints / Blender
Project date
April 2025 · portfolio date
Status
Portfolio prototype
Mindwarden project cover
Project cover / Detailed development evidence follows below.
01 / Case study

The project

A first-person exploration game built around a school, an amusement park and an office. Doors, repeated spaces and changing conditions are intended to make the player reconsider what they remember. The work shown here documents the spatial plan, environment development and Blueprint systems.

Format
Personal digital-game project
Design focus
Spatial memory, navigation and tension
Implementation
Unreal Engine Blueprints
Current evidence
Level plan, whitebox, environment screenshots and system documentation
02 / Case study

Explore the environments

Interactive environment study

Compare the three documented environments and their design intentions. The plan is an archived layout; it does not establish a current playable route or a before/after world-state pair.

Explore the environments

Select one of three documented environments. The static images and explanations remain available below.

Interactive controls load when this section is reached. If scripts are unavailable, use the images and explanations below.

03 / Case study

Design decisions

A question, a choice and the evidence behind it.

Level whitebox from portfolio page 5.
Level whitebox from portfolio page 5.
Decision / 01

Connect three spatial identities

The level plan connects a classroom area and amusement park through a long corridor, with an office stage described later in the sequence. The whitebox shows how rooms, openings and enclosing walls organize that spatial structure. It is a design plan, not a verified route recording.

School environment shown on portfolio page 8.
School environment shown on portfolio page 8.
Decision / 02

Use repetition to unsettle recognition

Repeated tiles, doorways and ceiling lights establish familiar patterns. Changes in scale, lighting and enclosure are intended to disturb that familiarity. The environment images show this visual approach; whether players notice and use the intended cues remains a playtest question.

Office environment shown on portfolio page 8; system descriptions appear on pages 9–10.
Office environment shown on portfolio page 8; system descriptions appear on pages 9–10.
Decision / 03

Separate visual identity from state logic

The documented Blueprint work includes player movement, stage changes, lighting updates and Blackboard data. The next case-study step is to connect one precise state transition to a continuous gameplay capture, so its effect can be followed from input to result.

04 / Case study

Reflection & next iteration

The next useful question

What does the evidence show—and what still needs testing?

The current material establishes the level's visual and spatial direction. A consolidated build description is still needed to resolve the different chase triggers and key/crystal progression described in the portfolio. A focused navigation test should then examine which landmarks players remember and how they respond to a changed route; no test result is claimed here.

ITERATION RECORD / TO BE ADDED

暂无。A matched before-and-after pair, the reason for the change and the observations behind it will be added together. Current images document the project; they are not presented as measured improvement.

05 / Case study

Resources & credits

TO BE ADDED / 待补充

Playable build

暂无。The verified files, version and instructions will appear here when ready.

TO BE ADDED / 待补充

Gameplay video

暂无。A continuous demonstration with a text description is still to be supplied.

Contribution & sources

  • Personal project identified in the portfolio. Blueprint implementation is attributed to Dai Yong in the development section.
  • Images are excerpts from the supplied portfolio, not newly generated scenes. A complete external-asset credit list is still to be confirmed.

Portfolio source pages: 2, 4, 5, 6, 8, 9, 10. Project dates reproduce the portfolio labels; they do not state production duration.

Next project / 02Stones of Dominion