White

Rabbit

PROJECT DETAILS

About the game

WHITE RABBIT is a psychological action horror game set in a deranged amusement park controlled by Mokia Corp. Players take on the role of Elise as she fights through a world shaped by corporate control, personal trauma, and a collapsing sense of reality.

The game blends psychological horror, sanity based mechanics, and choice driven gameplay. Players explore both the real world and distorted fragments of Elise’s subconscious, uncover cult secrets, face supernatural threats, and make decisions that affect how the story unfolds.

At its core, White Rabbit is about identity, free will, and survival. As Elise uncovers the truth behind Project Malice, players must decide whether she breaks free from Mokia Corp’s control or becomes another victim of it.

Development Time:

Jan 2024 - Feb 2025

Project Role:

Lead Programmer/Game Designer

Project Details

TEAM SIZE:

15+

Engine Used:

Unreal Engine 5.4

Genre:

FPS Horror RPG

Platform:

PC

Tools Used:

UNREAL ENGINE 5 | Blueprints/C++ | Blender | GIT Version Control System
ADOBE PHOTOSHOP | Adobe ILLUSTRATOR | FIGMA | Adobe Audition
Confluence | TRELLO | DISCORD

Gallery

MY ROLE

As Founder, Lead Programmer, and Game Designer, I led the game’s vision while building its core systems and shaping the overall gameplay experience. My role focused on technical implementation, gameplay structure, and making sure the player experience felt cohesive across the game.

Game Systems

  • Built the zone based audio system with zone managers to control layered music and track transitions across gameplay spaces.


  • Developed the save and load system to preserve player progress, level state, and key gameplay events.

  • Implemented main character systems that supported movement, interaction, and overall gameplay responsiveness.

  • Created puzzle interaction logic for triggers, progression, and environment based gameplay sequences.

  • Worked on weapon stats and combat tuning, helping define gun behaviour, balance, and gameplay feel.

Game Designer

  • Contributed to the level design of the game, helping shape layout, progression, encounter placement, and pacing.

  • Helped build the connection between gameplay and narrative so that story beats fit naturally within the player experience.

  • Contributed to the game’s narrative structure, tone, and overall story progression.

  • Helped design gameplay moments around exploration, tension, and progression to keep the experience cohesive.

Tools and Technologies

  • Unreal Engine 5 (Blueprints, State Machines, Behavior Trees)

  • Blender (Environment Block outs, Asset Integration)

  • GitHub (Version Control)

  • Confluence (Design Documentation)

  • Discord (Team Communication)

  • Figma & Illustrator + Photoshop (UI/Texture adjustments)

Workflow Summary

  • PRE PRODUCTION: defined the game vision, core mechanics, narrative direction, and technical structure.


  • SYSTEMS DEVELOPMENT: built and tested key systems including audio zones, save and load, player mechanics, puzzle interactions, and weapon stats.

  • LEVEL DESIGN AND NARRATIVE: contributed to level flow, gameplay pacing, mission structure, and narrative progression.

  • TESTING AND ITERATION: refined systems through playtesting, debugging, balancing, and continuous iteration.

  • FINAL BUILD: optimized performance, fixed issues, and prepared the game for a playable demo.