Cooper Yang


Game Designer
Level Designer
Enemy Designer 


About Me

Game Projects
Level Desgin Samples

Itch.io
Email
LinkedIn
Resume
©2024 Cooper Yang

Cooper Yang

Game Designer, Level Designer, Enemy Designer

Flashlight 

Game designer, Level Designer 2019.10-2019.12

︎ITCH PAGE
- Top-Down Survival Horror Game, Unity
- Flashlight Mechanic: The flashlight attracts monsters, requiring strategic use to navigate and manipulate their movements.
- Showcase: Featured in the NYU Game Center 2019 Halloween Showcase.


My Contribution


Puzzle and Level Design: Crafted intricate puzzles and levels that challenge players to strategically use light to navigate and manipulate monster movements.

- Light Mechanic: Designed and implemented a dynamic field-of-view system that visualizes sight, detects and handles targets in real time.

Atmospheric Audio Implementation: Developed and integrated audio elements to enhance the horror ambiance, immersing players in the game’s eerie environment.

Level Design

1. Setting: Takes place in an abandoned house with tight, confined spaces to heighten suspense and horror.

2. Circular Level Design: Encourages exploration with natural, non-linear paths that lead back to key points, minimizing unnecessary backtracking.


3. Visual Cue: Wires are used to guide players through the dark, confined spaces, doubling as clues to solve puzzles.


FOV(Light) Implementation



The FoV in “Flashlight” can be visualized like a flashlight that illuminates a certain area, revealing targets that are within sight and not blocked by obstacles.

Here’s the breakdown of the script:
1. Initialization: As the script starts, it sets up necessary elements such as initializing the view angle(visibility) to zero and creating a visual representation (a mesh) for the fov.

2. Drawing the Sight Area: The script visualizes the sight area — what the character can see — in real time, dynamically adjusting the shape to account for any obstacles blocking the view and to reflect the current viewing angle.

3. Identifying Targets: Continuously, the script is looking for potential targets within the character's field of view. If a target is found and it's not hidden behind an obstacle, it becomes "visible," also triggering a sound of a monster roar.

4. Handling Targets: When a target is identified as "visible," its status is updated, indicating that it's now noticed by the character.

Audio Samples


The audio design for “Flashlight” focuses on three key categories:

1.Ambiance:
    - A blend of turbine and dripping water sounds, with subtle monster noises as foreshadowing elements.
    - Echo and reverb effects were applied to create an atmospheric soundscape reminiscent of Limbo.

2.Player Interaction Cues:
    - Audio samples from iconic horror films like The Shining and Scream were used to evoke familiarity and nostalgia.

3.Monster Sounds:
    - Derived from heavily distorted animal screams (lions and eagles) to craft a fierce and unsettling auditory signature.