The Mist

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The Mist is a narrative-driven first-person experience developed in Unreal Engine 4 during the first year of our Master’s program at ICAN. The project was created around the theme of “choose-your-own-adventure” games, taking inspiration from Stephen King's novella The Mist. The player begins by following the events of the original story but is regularly faced with key decisions that can drastically alter the course of the narrative. The goal was to immerse the player in a tense, horror-filled atmosphere where each choice carries weight, leading to multiple branching paths and outcomes. This system offers both a faithful adaptation and new, original variations on King’s story.

project developed in 2021

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The Mist is a visual novel and puzzle game developed in Unreal Engine 4 during the first year of our Master’s program at ICAN.
Inspired by Stephen King’s novella The Mist, the game was built around the theme of “choose-your-own-adventure” stories. Players begin by following the original plot, but are regularly given the ability to influence key character decisions and deviate from the main storyline.

We chose The Mist because of its portrayal of an “unwilling hero” — a theme that resonated with us after reading the novella and watching the film adaptation. This concept reflects a common feeling: “I wouldn’t have done that if it were me.” Our goal was to explore this emotional response by encouraging players to make different choices and discover alternative endings.

The game mixes narrative progression with puzzle-solving and survival mechanics, offering a replayable experience shaped by the player's moral decisions and strategic planning.

My Work

Game Design

  • Contributed to the creation of core mechanics combining inventory, object interaction, and time-based consequences.
  • Helped define a system where each player action consumes time, with hostile threats appearing at night — and occasionally during the day — adding urgency and unpredictability.
  • Supported design discussions around branching choices and player agency to reflect the core “what-if” theme.

Level Design

  • Designed the whitebox and final layout of the main interior environment, based on real-life Walmart floor plans.
  • Combined references from actual store architecture with the film’s set design to create a familiar yet adapted version of the setting.
  • Preserved essential environmental elements to maintain fidelity to the original universe.
  • Managed scene lighting, including artificial light sources and the integration of the game’s iconic thick fog effect.

VFX

  • Assisted in building the dialogue system, including branching logic and conditions.
  • Worked on the integration of the user interface and HUD elements.

Art Direction

  • Imported and implemented 3D assets in Unreal Engine.
  • Designed and integrated fog VFX to reinforce atmosphere and tension.
  • Helped adjust and balance interior and exterior lighting setups.
  • Character references and designs were loosely based on those from the film adaptation, while maintaining stylistic consistency with our vision.