Centreville Overview
In “Forgotten: Whispers From the Ashes,” players control Thomas Parris, who returns to his fog-shrouded hometown after inheriting his parents’ house amid their mysterious deaths. Discovering the town abandoned and cursed—tied to a past mining accident—he must unravel the enigma to escape, using an ancient lantern to reveal historical fragments, interact with memory-fragmented ghosts, and inspect objects for hidden clues.
Key gameplay involves exploring an open map, point-and-click item manipulation and combination, detailed inventory examinations, and note-taking in a diary to piece together narratives and aid spectral inhabitants, blending detective work with atmospheric puzzle-solving..
My Contributions
- Level Pre-Production/Planning
- 2D Maps/Level Pacing/Blockout
- Cinematics/Level Sequences
- Gameplay Animations
- Interactive Blueprint Design
- Finalized Asset Implementation
- Environmental Storytelling
- Profiling & Optimization
Game Engine:
Unreal Engine 5.5
Project Duration:
7 Months
Project Role:
Level Designer
Pre-Production
Zone 1 Planning Board

Zone 1 Pacing

Level Design Analysis

Landscaping
When first coming onto the project the team was using a simple landscape setup with large mountain range meshes in the background. I changed the landscape and sculpted it to meet the games needs, then added an HDRI backdrop with mountains for better illumination and reflections, plus this meant I could remove those large mountain range static meshes.
Interactive Design
Throughout the level I created and placed various interactive elements to immerse the player and allow more player interactions throughout the level. These include things like the crane, opening caskets, opening crates, coffins, various door sets, drawers, and various other interactive bits.







Parris House
The Parris House is the tutorial location for this game/level.
O’Connor House
The O’Connor House is the 2nd major landmark in the level where players uncover the mystery of Timmy O’Connor’s death and his mother Adelaide O’Connor’s Death








Riverside Boat Docks
The Riverside Boat Docks area is where the player encounters the fisherman’s ghost for the second time before accessing the boat to the Church. I took Inspiration from the initial location in RDR2 where players learn to gamble in the train station. This is a boat dock where the workers would rather play poker than work on boats.
Church
In the church, the final section of Zone 1, players navigate battered pathways from the docks into a dark, dusty, and abandoned interior. Here, they uncover clues surrounding Adelaide’s death, piecing together the mystery through exploration and puzzle-solving.






Cinematics
I Created basic cinematics for events like the boat spawning, game intro, and outro
- Utilized Fluid Simulation tools for Niagara VFX.


