MZ.
← All projects02 / 06 · Released

Horror / Gameplay systems

Tormentor.

Manhunt / Stream Mode, progression and player systems, plus campaign scripting, environment assembly and runtime optimization.

My role

Technical Level Designer / Artist / Scripter

Studio

Madmind Studio S.A.

Year

2025

Behind the game

My contribution

My work combined gameplay systems, technical level design and environment assembly. I implemented the rules and progression behind multiple game modes, then connected player feedback, persistence and performance work to the in-game experience.

01

Manhunt / Stream Mode

I designed and implemented the core game mode logic. Players had limited time to eliminate enemies; avoiding confrontation triggered Hunger, summoning monsters to push a more aggressive pace.

  • Dynamic difficulty escalation driven by stream time and kill count.
  • Locked arena segments, including gas restrictions, and progressively unlocked melee weapons and firearms.
  • Integrated dedicated Hades audio monologues reacting to each stage of the show.
02

Vision & tactical feedback

I implemented systems that helped players understand the current encounter and make tactical decisions.

  • Player vision system.
  • Outline and highlight system revealing enemies in specific level segments and displaying their current state.
03

Missions, saves & inventory

I connected mission progression and the player’s inventory to persistent game state.

  • Checkpoint/save system persisting game state after each completed mission.
  • Mission system with save/load persistence.
  • Inventory UI with item categories, item details and a 3D item preview.
04

Sandbox & campaign production

I created the core gameplay loop for Sandbox Mode and implemented the loading screen system.

  • Scripted and set-dressed one story campaign level.
  • Owned its in-level gameplay scripting and environment assembly.
05

Runtime performance

I optimized CPU/GPU performance in real gameplay scenarios while working across rendering and memory budgets.

  • 3D assets, lighting, shaders and materials, shadows, and scalability settings.
  • GPU VRAM and system RAM usage.
  • Textures and streaming, collision complexity and asset settings.

Game footage

Official trailers & gameplay