GENRE- Camera-Led survival horror
ENGINE- Unreal engine
ROLES- | Level Designer | Camera Design | Lighting
Wee Mon Muggins is a single‑location interior level designed around a fixed camera system inspired by PS1‑era survival horror. The level takes place inside a domestic house environment, with progression driven by exploration, camera transitions, and controlled visibility rather than HUD‑based guidance.


Kill room- the location of one of the mission items. a top down, 1 entrance, confined space with a cupboard to hide in
Early planning focused on room adjacency, circulation, and camera readability. Layouts were explored using hand‑drawn floor plans and colour‑coded diagrams before any engine work began. Sitcom apartment layouts were used as reference for camera‑led space design, prioritising wide, shallow rooms and clear staging over architectural realism.





Initial layout work focused on defining room adjacency, circulation loops, and controlled sightlines before any engine work began. I explored multiple small, self‑contained house layouts using hand‑drawn sketches and colour‑coded plans to establish room function and pathing. Sitcom apartment sets were used as spatial reference to understand how environments are staged for fixed viewpoints, prioritising camera readability and continuity over architectural realism.

