CHRISTINA "PHAZERO" CURLEE Game Designer
  • Overview
  • Game Design
    • Ratchet And Clank: Rift Apart >
      • Glitch Segments
      • Glitch Design
      • Ardolis
    • Level Design Thesis
    • Behind The Scenes
  • Personal Work
    • Game Design...The Game(?)
    • Artifacts II
    • Effigy
    • Breathe
    • Final Flight
    • Artifacts
  • Shows
    • Eyeo Festival
    • Regression Lounge
  • About Me
  • Press
  • Resume
    • Resume

Breathe

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Overview

2016

Breathe is a single player, dreamy first person narrative puzzle game that begins as an astral projection above out of your body and above your room. From there you enter a dream-mare where anxiety-inducing images from media, history, and psyche trap you in a panic-inducing maze. As you unlock the areas to the nightmarish fun house, invisible forces knock you off course. Can you make it through and learn to Breathe?

Development Info

Role: Game Designer
Team Size: 1
Genre: Narrative Puzzle
light Horror
Tools Used: Unreal, 3DS Max, Substance Painter
Tasks:
  • Game Design, Concept and Documentation
  • Gameplay Flow and Pacing
  • Puzzle Design
  • Horror and Walking Sim Genre Research
  • Built Complex Game Mode for passing variables that triggered Scripting and unlocked level gates.
  • Environmental Storytelling and  World Building
  • Lighting
  • Playtesting & Iteration
  • Implemented and Customized Inventory and Door System Asset

Downloads

Download



Game Design

Breathe Let's Play

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  • Overview
  • Game Design
    • Ratchet And Clank: Rift Apart >
      • Glitch Segments
      • Glitch Design
      • Ardolis
    • Level Design Thesis
    • Behind The Scenes
  • Personal Work
    • Game Design...The Game(?)
    • Artifacts II
    • Effigy
    • Breathe
    • Final Flight
    • Artifacts
  • Shows
    • Eyeo Festival
    • Regression Lounge
  • About Me
  • Press
  • Resume
    • Resume