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SLEEP AWAKE (UE4)

  • Writer: Jessie Hu
    Jessie Hu
  • Dec 18
  • 2 min read

Updated: Dec 23

Game Overview


SLEEP AWAKE is a psychological horror game that focuses on delivering a controlled player experience through system design, pacing, and UI-driven feedback.


The game prioritizes atmosphere and tension by using environmental cues and player-facing systems rather than frequent jump scares. Core design goals were to maintain emotional consistency, guide player behavior clearly, and ensure that moments of uncertainty felt intentional rather than confusing.


From a design and production perspective, Sleep Awake was built as a tightly scoped experience where gameplay systems, UI structure, and narrative pacing work together to support immersion and readability under horror-specific constraints.


Technical Overview

Engine: Unreal Engine 4

Platform: PC(Steam)/PlayStation 5/XBox

Genre: First-person/Single Player/Horror/Narrative

Tools: Perforce, UGS, JIRA, Codecks, Adobe Photoshop, Adobe Illustrator


Links


Showcases


Reviews


My Role - Technical Designer


I was responsible for building and maintaining the core UI and gameplay systems of the project, working closely with engineering, art, and narrative teams to translate creative intent into fully functional, player-facing implementations.

My work focused on system architecture, UI implementation, and interactive storytelling, with an emphasis on clarity, scalability, and production readiness.


UI System Architecture & Implementation

  • Built the entire UI system from the ground up, integrating UI assets created by artists into the engine

  • Worked closely with the Lead Engineer to transition UI logic from C++ to Blueprint and Widget Blueprints for improved iteration and designer accessibility

  • Implemented UI flows, state handling, and player feedback across multiple game systems

  • Ensured UI consistency, readability, and maintainability throughout development


My UI Portfolio:


Cinematic Puzzle & Interactive Storytelling

  • Implemented cinematic puzzle sequences that combined gameplay, narrative, and visual storytelling

  • Collaborated with artists, technical artists, engineers, narrative designers, animators, and other designers to present story content through interactive player experiences

  • Integrated cinematics, triggers, interactive objects, and scripted events to support narrative pacing

  • Ensured narrative interactions remained clear and intuitive while preserving emotional impact


Gameplay & Meta Systems

  • Designed and implemented multiple core gameplay and meta systems, including:

    • Quest and objective systems

    • Tutorial and onboarding systems

    • Lore discovery systems

    • Item collection and inventory systems

    • Player state and skill systems

    • Achievement systems

    • Localization systems

  • Ensured systems were modular, scalable, and compatible with ongoing content iteration


My Gameplay Systems & Cinematic Sequences Portfolio:


Documentation & Production Support

  • Authored and maintained design, system, and scripting documentation

  • Organized Blueprints, assets, and file structures to support team efficiency and long-term maintainability

  • Established clear conventions for Blueprint logic and content organization in collaboration with the team


 
 
 

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