SLEEP AWAKE (UE4)
- 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
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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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