In order to create the gameplay that would support the tense, monster-based game that we wanted to make, I designed the fragments and the gameplay loop surrounding them.
In addition, I took on a significant amount of the polishing, UI, and UX work to bring these mechanics to life. The things I'm most proud of creating a good feel for were the fragments and aperture, as I feel the end product contributed a lot to the feeling of intensity while playing the game.
DREAD IT consists of four levels that gradually increase in size and complexity. Of the four, it was my task to create the first two, carefully considering how to introduce new mechanics and escalate the complexity and difficulty of the game while also keeping environments navigable and reminiscent of real-life location archetypes.
We knew from the start that our game would be difficult to tutorialize, given its unique gameplay and many different systems that interact with each other. I put the tutorial for our game through three major iterations, carefully considering details from the many playtests I ran as I found ways to improve it.