MUE is a short first-person horror experience laced with symbolic echoes and a spine-chilling atmosphere.

In 1890, a young woman named Alicia wakes up in a dismal building.
As she delves into this twisting maze, increasingly terrifying events unfold.

She will have to confront her fear of aging in order to survive by exploring this environment, a grotesque reflection of the course of her life.

MUE invites you into an out-of-phase universe where our deepest anxieties come to life.

My role during the project

I did a lot of Game Design, but I was also the project manager and tech art.

We were a team of 19.

I had to make sure the whole team was aware of what’s going on and what’s changing for their deliverables, following the Agile method.

I had my hands in several different aspects of the project.

I worked with Wwise (import, export, mix, etc.) and created Blueprints for events, sounds and interactions. I imported and edited the sounds in Sequencer for the animation noises.

The mechanics I designed were to support the narrative established by Level Design and Game Design during our 3 months pre-production.

I was in charge of designing all the events of the game.


Whether it was when there would be a jumpscares, the game beats, cinematics, if the cinematic would be seamless and what music should play when.

Main mechanic - Breathing

– The player can manually breathe in order to regain sanity by pressing “LT” and “RT” simultaneously to inhale. The player exhale as soon as they releases the triggers.

– The controller vibrates and a breathing sound effect is triggered at the same time

– To transmit the information correctly, the lost sanity is also indicated at the bottom of the screen in the UI which cracks like a window the lower the sanity.

Main Mechanic - Sanity

– Breathing allows you to regain sanity that is lost when a grotesque or stressful event happens in front of the player.

– When the sanity drops, there is a blurring effect and chromatic aberration on the screen to convey Alicia’s panic and beginning to lose control over her emotions.

– Each new location, going deeper in Alicia’ subconscious, lowers the maximum sanity the player can recover after successful breaths.

This feature enhances the player’s sense of progression in a grotesque and disturbing world.

Concept art

See the full post from the artist: