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Ripple
First-Person Survival Horror

​Ripple is a first-person underwater survival horror game where players navigate a collapsing deep-sea facility using sonar pulses to “see” through darkness. As rising floodwaters reshape the environment, players must manage oxygen, avoid hazards, and evade an invisible creature drawn to sound while racing against total implosion.

Team Size
9
Duration
2.5-Day Mini Game Jam
Engine
Unity
Roles
Lead Designer, 3D Artist, Narrative Design

Role

Lead Designer & 3D Artist

On Ripple, I served as Lead Designer and primary 3D Artist within a nine-person mini game jam team, developing the core gameplay concept, environmental direction, and systemic horror mechanics for a first-person underwater survival experience centered around sonar-based navigation. I authored the game design document and narrative script, designed the sound-propagation and stealth systems, and established how flooding and submersion altered player visibility, movement, acoustics, and enemy behavior. I modeled the majority of the game’s environments, architecture, and props, textured and lit the introductory sequence, and collaborated closely with programmers to implement the game’s pulse shader and sonar visualization systems. To maintain production scope within an extremely limited development cycle, I intentionally aligned the game’s visual design around darkness and echolocation, allowing atmosphere and mechanic readability to reinforce one another.

In-Engine Looks

Station Kadia interior — Sleep Bay
Echolocation ping view — scanline visualization
Pressure valve interaction prompt
Charlie sector : sonar ping reveal
Charlie sector : enemy proximity warning

Tile based Map creation

Modular tile set — interchangeable facility segments
Intersection tile
Curved corridor tile
Broken / damaged tile
Hole tile
Ending chamber assembly

Hazards

Pressure mines
Hovering Enemy

Level Design Sketches

  1. 1

    Lvl 1 — Alpha layout with valve, suits & bunks

  2. 2

    Beta section — hazard placement pass

  3. 3

    Delta corridor — crate blockers & mine fields

  4. 4

    Beta flooded — mine density and routing

  5. 5

    Alpha flooded — final pass with valve activated

Challenges

The greatest challenge during Ripple was designing and implementing multiple interconnected horror systems within an extremely compressed production timeline. Because the experience depended entirely on sound-based navigation, gameplay readability relied on the successful integration of audio, environmental visibility, enemy behavior, and underwater traversal mechanics. One of the largest technical hurdles involved developing the sonar pulse shader, particularly ensuring the pulse interacted correctly with animated water surfaces and changing player states. Working collaboratively with the programming team, we developed separate pulse behaviors for submerged and non-submerged scenarios, improving visual clarity and maintaining gameplay readability underwater. Additionally, I used darkness as both a horror mechanic and production strategy, reducing environmental art scope while reinforcing tension and uncertainty throughout the experience.

Ripple shown at the showcase — sonar pulse view in action.
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