2023Released Windows and macOS buildWindows / macOSAdventure / Role Playing / Horror831 MB Windows build / 841 MB macOS buildProducer, game and level designer, scripter, scheduling, GDD, blockmesh, puzzle sequences, cutscenes, sound, and weekly reporting

The Escapist

A released Windows and macOS 3D third-person RPG about Merope, a young girl trapped inside a dark Cthulhu mythos-influenced nightmare where puzzles, alliances, and player choices lead toward multiple endings.

The Escapist title screen with a dark Cthulhu eye, centered on the green pupil.
Project videos

Trailer and walkthrough

Watch Trailer on YouTube Watch Playthrough on YouTube
02 / Playthrough

The Escapist Playthrough

01

Problem

The project needed to deliver a story-rich horror adventure with meaningful choice inside a small-team, seven-week production window. The core risk was keeping multiple endings, puzzle routes, and character alliances readable without losing the pressure of a nightmare setting.

A red-lit corridor covered with warning writing in The Escapist.
02

Approach

The design scoped the Quantic Dream-inspired branching premise into three levels and ten scenes. Room-scale exploration took cues from Resident Evil 4 and Resident Evil 7, using third-person navigation, puzzle sequencing, cutscenes, and compact blockmesh layouts to make each decision legible.

Top-down hallway map and puzzle layout for The Escapist.
03

Outcome

The released build frames the horror loop around reading spaces and people carefully: players solve puzzles in different ways, choose who to trust, and uncover secrets that can change the route toward the ending.

A surreal green-eye nightmare scene with the player character on a narrow route.
01 Released Windows and macOS build
02 7-week team production schedule
03 3 levels and 10 scenes
Build scope

Transferred production notes

  • Created the seven-week production schedule and assigned individual workloads.
  • Developed the Game Design Document and mood board for the art team.
  • Designed level layouts and blockmesh structure.
  • Scripted gameplay sequences, including cutscenes, puzzles, and progression beats.
  • Implemented sound effects.
  • Wrote weekly reports for the team.
Design rules

Player-facing structure

  • Different choices should be able to lead toward different storyline outcomes.
  • Puzzle solutions should support alternate routes and endings.
  • Every ally decision should carry uncertainty because each character has secrets.
  • Compact rooms should stay readable from a third-person camera.
  • Production scope should protect the strongest branching and horror beats instead of spreading the team thin.
References

Comparable game language

  • Quantic Dream games
  • Resident Evil 4
  • Resident Evil 7
  • Cthulhu mythos
Documentation

Narrative and puzzle notes

  • The original branching concept was scaled down for a small team and short development timeframe.
  • The final structure uses three levels made from ten scenes.
  • The itch.io release notes mention update 1.2 adding new cutscenes and fixing lighting issues.
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