
Journey through a distorted puppet theatre held together by the fragile mind of a grieving puppet master. Take the stage as Viviette—a music box ballerina who's mysteriously free from the puppet master's control.
Team Size: 19
Role: Design Lead, Level Designer
Engine: UE5
Duration: Oct. 2024 - June 2025




As part of the preproduction phase, we created 2D maps and translated them into 3D using Blender. A small group of us (an artist, a few designers, and a programmer) sat together around one computer and using our character model, “played” through the 2D map by creating it in 3D using Blender geometry. This process allowed us to iterate on the 2D drawing quickly. We could see where areas felt awkwardly sized, or scrap and recreate entire sections.
After creating the whiteboxes in Blender, we imported those models into Unreal Engine 5 to begin tweaking and playtesting with our player controller. Having basic geometry to use as a guideline to build off of helped immensely with the whiteboxing process and allowed for us to focus more time on tweaking the geometry to our needs.
To make sure programmers, artists, level designers, and our cinematography owner were on the same page, I created a few storyboards covering important moments from each level and how they connect to each other. Doing this helped everyone to visualize what we needed to create. As we began implementing some of the artists work, I worked with our camera man to create a camera specific storyboard, which highlighted the specific angles and movements needed for our spline-based camera system.

















