Edge of Sanity

An ongoing collaborative project started in January 2026

Developing in Unreal Engine 5

Production Objective:

To strengthen communication skills, foster technical development, and gain practical experience through group game development.

Through the game development internship at SportsMedia Inc, I’ve invited to this personal project as the role of Environment Designer. We are currently revising the plan to prioritize fun gameplay to release the game on Steam.

Ideas and Concept

Setting:
The story unfolds within the protagonist's inner world, amid fragments of memory, centering on their daily life working at a mental hospital.

Originally intended as a portfolio piece to showcase technical skills and graphics, for enviromental story telling.

However, I felt that simply completing tasks as a game would lack flavor. Therefore, we are currently discussing unique gimmicks and game mechanics that align with the narrative.

A single-play horror game where you complete tasks to progresses story.

As the days go by, the structure of the building and the appearance of the outside world begin to twist and corrupt.

As a enviroment designer, I was responsible for:

  • Level Design

  • Level Layout

  • Architectural Design (Outer Skeleton)

  • Interior Design (Partially)

Using blockmesh to visualizing director’s vision for the project.

Following the director's instructions, I created a Neo-Gothic-style mental hospital.

However, while the interior was Neo-Gothic, it featured a ballroom, a reception area, an unusually lavish cafeteria, and enormous windows in front of the residential areas on the second floor, along with numerous other rooms that seemed out of place for a mental hospital, all contributing to a sense of incongruity in the environment.

Yet, the residential areas recreate the enclosed, confined space of a mental institution. Suggesting this architecture is the stitched memory from the protagonist.

Currently, we have just started creating modules in Blender, based on the block mesh we built.
Additionally, there's a project agreement that all in-game assets and models must be self-made. All the buildings displayed here were modeled by me within UE5.

3D Modular Assets

Currently in the process of creating 3d modular kits of an asylum building, using blender.

The whole asylum building is composed of geometric pieces that can be used for other purposes.

Making sure to use a simple combination of geometry, no n-gons, and maintain low poly counts for optimization.