Case study

Lily-th

An adventure game exploring the story of a person with a dual personality. A narrative-driven experience that delves into the complexities of identity and inner conflict.

2019 1 min read Game Developer Live site

Project owner

Universiti Teknikal Malaysia Melaka

Stack · Unreal Engine 4 · Blueprints · C++

Lily-th screenshot 1Lily-th screenshot 2Lily-th screenshot 3

Problem

The core challenge was translating a sensitive dual-personality narrative into gameplay that felt emotionally coherent instead of purely abstract or confusing. Story-heavy games can lose player engagement if pacing, interaction, and scene transitions are not tightly coordinated.

Solution

I built a narrative-first adventure structure in Unreal Engine with designed progression beats, interaction checkpoints, and controlled scene pacing tied to story intent. The implementation prioritized player readability and emotional flow so the psychological theme remained clear throughout gameplay.

Results

  • Delivered a playable narrative experience with consistent theme execution.
  • Validated level flow and engagement through iterative playtesting.
  • Showcased storytelling-oriented game development capability.

What shipped

  • Story driven progression with exploration and interaction points.
  • Character focused scene design to support emotional pacing.
  • Blueprint and C++ gameplay logic for core mechanics.
  • Visual and level composition aligned to narrative tone.

Overview

Lily-th is a narrative adventure game centered on identity and inner conflict. I handled the full game development cycle from concept and level flow to implementation.

Features

  • Story-driven progression with exploration and interaction points.
  • Character-focused scene design to support emotional pacing.
  • Blueprint and C++ gameplay logic for core mechanics.
  • Visual and level composition aligned to narrative tone.

Future Improvements

  • Expand branching narrative outcomes based on player decisions.
  • Improve environmental storytelling and audio layering.
  • Add broader QA coverage for pacing and difficulty balance.

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