The Ballad of Auld Dunrod is a stealth-focused prototype designed to explore how players read environments, plan movement, and make decisions under pressure. Built around line-of-sight detection and patrol-based enemy behaviour, the project focuses on creating clear, readable stealth scenarios that encourage timing and awareness. Made In partnership with Magic Torch Comics.

KEY CONTRIBUTIONS

  • Designed stealth systems using line-of-sight detection and patrol-based AI

  • Developed level layouts to encourage player decision-making and route planning

  • Implemented player mechanics, enemy behaviours, and core gameplay systems

  • Shaped visual identity and contributed to VFX and overall presentation

    Roles: Gameplay Design, VFX art, 3D art direction, Level Design, Character Design, Systems Design, Production Designer

    Engine: Unity

    Project Type: Student Industrial Project, Client-Facing Project

Tools

Unity • VFX Graph


LINE-OF-SIGHT SYSTEM

Enemy detection is driven by a line-of-sight system, where visibility determines whether the player is detected. This creates clear rules for stealth, encouraging players to manage positioning carefully and understand how visibility shapes safe movement through the environment.

LEVEL DESIGN & PROGRESSION

The level was designed to introduce stealth mechanics gradually, starting with simple scenarios and progressing to more complex encounters. Early areas allow players to understand patrol patterns and detection safely, while later sections increase difficulty through tighter spaces and overlapping enemy routes.

DESIGN BREAKDOWN

The design focuses on creating clear but meaningful stealth scenarios, where players must read enemy behaviour and plan movement carefully. Patrol routes and line-of-sight systems were used to create predictable patterns that players could learn and exploit, while level layouts introduced increasing complexity to challenge decision-making and timing.

The goal was to allow stealth behaviour to emerge naturally through gameplay, rather than relying on scripted or forced interactions.