Vertigo is a first-person surreal, atmospheric exploration prototype in Unreal Engine 5, built around a gravity-flipping traversal mechanic. The experience is mostly linear, using brutalist architecture, scale, fog/lighting, and sound to create an eerie mood and make the player feel disoriented inside the space.

The project started as a personal goal to learn UE5 and practice level design by building a walking-simulator style environment focused on mood and player experience. Later, gravity flipping became the core idea, so I shaped the level around it and added light gameplay beats during exploration (simple obstacles, a few puzzle-like moments, and clear flip platforms with visual cues).

Built solo, I owned the full experience: environment blockouts, level flow, and the gravity-flip mechanic, making sure the spaces supported exploration, readability, and the intended mood.

Project Info

  • 👤 Role: Game Design, Level Design &
  • 👥 Team Size: 1
  • ⏱️ Time frame: 5 Weeks
  • 🛠️ Engine: Unreal Engine 5


Project Origin

I wanted to get better in Unreal Engine 5 by building a full, eerie environment.
I was inspired by games like NaissanceE, where the space itself creates tension and curiosity.
At first, Vertigo was not about “making puzzles.”
It was about creating a place that feels strange, quiet, and unsettling, a space you want to move through slowly, while trying to understand what you’re looking at.

While building the first spaces, I started thinking:What if movement inside the level is the main challenge?
Not enemies. Not UI. Just the player, the space, and a rule that changes how you navigate.
That’s when the core mechanic idea appeared.
Once I saw how strong the mechanic felt inside this kind of architecture, Vertigo shifted from “environment practice” into a mechanic-driven level design project.
My early brainstorming came from architectural concepts and spaces that feel built around control and observation, not comfort.

The next section shows that process step-by-step, using early sketches, first blockouts the first playable layout!


Level Design

How I Start (Research / Approach)


For Vertigo, I started the same way I usually do: from architecture.I wanted the space to feel brutalist, heavy, and a bit unsettling. I always find it fascinating how much emotion you can create only with shapes, scale, and composition — without characters, dialogue, or story.

So my “research” is mostly visual:•I collect references (real brutalist buildings + game mood references)•I look for strong silhouettes, deep shadows, long corridors, and big empty space•Then I try to recreate that feeling using very simple blocks firstThis is also how I worked in Project Echo. I like using architecture as the foundation, and then building gameplay on top of it.


Room 1 – First Blockout (The Corridor)

After experimenting with basic blocks, I built my first real space: a corridor / path.

This room was not meant to be final content.Its main purpose was to help me:
•Learn Unreal Engine tools and workflow
•Understand scale and camera feeling
•Test how the player moves through a space I designed
At this stage, I focused on simple brutalist shapes and a forced route.
I also started working on a round corridor shape to explore a more interesting flow.

Once I began experimenting with gravity, I came back to the corridor and reworked it.The corridor was still the same “path,” but gravity allowed something new:

the player could experience the exact same space from a completely different perspective like unlocking a new dimension in the room.This is when the corridor stopped being only a learning blockout and became a real design tool for:•Testing how readable the space is when the player is rotated•Testing comfort and camera control while flipped
shaping mood with atmosphere (I added fog during this phase)
I also made small player adjustments during this stage (slower movement, debug viewing angles) to make testing the corridor easier and more controlled.

Room 2 — Part 1

After the corridor, I built another room that felt like a storage / service area.
The main reason was simple: I wanted to test what I could do with pillars (spacing, rhythm, and visibility).
Around this time, the idea for gravity manipulation started to appear.
Because of that, I reworked this room into a mirror room: two sides that are almost the same, with small differences to help orientation and make the space readable.

Room 2 — Part 2 (Later Iteration / Puzzle)

Later, I came back again and turned the room into a small puzzle space.I “destroyed” the room — as if there was an explosion.
Parts of the path are blocked, and the player must move through ruins and debris to progress.
The goal is to find a way through the broken space and destroy gravity switch plates that are blocking the route.


Core Mechanic Design


Platforming Systems