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Little Red Riding Hood

Third Person Action Game

Introduction

Little Red Riding Hood is a third-person action-adventure built in UEFN, inspired by the classic fairy tale. It's split into three levels, each with its own atmosphere and mechanic that evolves the story, complete with its own cutscenes and voice acting.

My Roles:

Little Red Riding Hood is a solo project. I handled the full experience end-to-end, with collaborators contributing voice performance only.

  • Level Design: designed three standalone levels with distinct mechanics, atmospheres, and difficulty curves, supported by a level design document and flow map for each chapter

  • Quest Design: built and sequenced all objectives, triggers, and progression systems in UEFN

  • Narrative Design: adapted the source material into interactive beats, redesigned key story moments for gameplay, and directed cutscene structure and dialogue

  • System Implementation: implemented all gameplay systems including dialogue management, item mechanics, AI companion, countdown timer, and cinematic toolset

Level Design

Three Levels, Three Mechanics

  • Level 1, The Farmlands & Mill: bright, open, and clearly signposted; cutscene-driven and deliberately relaxed as an onboarding level that establishes the world before any tension sets in

  • Level 2, The Forest: a closed nighttime loop where the final key item is carriable, but holding it blocks attacking and slows movement, and a jump on the return route forces players through new terrain while encumbered; players can stay stealthy or drop the item to fight and pick it back up, opened up after playtesting showed a stealth-only path felt too restrictive

  • Level 3, Inside the Wolf: a decaying pocket dimension on a countdown timer, fighting free alongside grandmother as a companion, ending in the game's biggest boss fight

Quest Design

Sequencing Objectives Across Three Chapters

  • Wrote a level design document and flow map for each chapter, mapping every encounter, beat, and narrative moment in sequence before building

  • Sequenced objectives in UEFN using the task tracker, trigger volumes, item granter, and dialogue managers

  • Playtested after each level and iterated: trimmed sections that ran too long, patched out-of-bounds areas, and rebalanced difficulty spikes

  • Connected all three levels through a central lobby with portals, keeping each level modular and independently testable

Narrative Design

Adapting a Fairy Tale for Interactive Play

  • Kept the original structure (departure, encounter, consumption, escape), but redesigned how each beat plays out

  • The wolf becomes Mr. Lupin, met through direct dialogue instead of a monster encounter

  • Rewrote the ending: the source material gives Red no agency, so instead she and grandmother fight their way out together, turning a passive rescue into an earned escape

  • Each level opens and closes with cutscenes and voiced dialogue, delivering story context at natural pause points without competing with gameplay

Technical Design

Managing Systems Across Three Levels

  • Level 2 patrol AI: manually set paths control sightlines and pressure in the stealth section

  • Level 3 companion AI: runs on UEFN's native bodyguard AI for grandmother, paired with a countdown timer and environmental damage volumes

  • Cutscenes: lock player input during cinematic volumes and time camera track transitions to keep characters from wandering into frame or moving erratically during playback

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