Teddy & Co.
First-person puzzle horror game
Project Overview
My Role
Primary Role:
- Level Designer
- Designed first level of the game
- Puzzle Design
- Tutorial Level Improvements
- Audio (SFX & Music)
Engine: Unreal Engine 5
Platform: PC
Team Size: 5
Development Period: Aug 2024 – May 2025
Teddy & Co. is a first-person puzzle horror game set in an abandoned space station. Players play as Jake, a brave worker for a looting company who’s been tasked with exploring abandoned space stations for valuable scrap. Players enter the game under normal pretenses, exploring a space station, until they find themselves suddenly trapped in the space station, hunted by the adorable Teddy & Co. mascot. Players must now survive against the odds while simultaneously working to meet the company’s set Quota, so they can reactivate their spaceship and leave the station.
Design Intents
Controlled Player Progression
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Locked doors guide the player’s path through the level
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Keys gate areas to ensure puzzles are encountered in order
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Maintains a sense of discovery while controlling progression
Puzzle-Based Exploration
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Puzzles work alongside locked doors to control progression
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Solving puzzles is required to obtain keys
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Ensures players engage with each challenge while maintaining a sense of discovery
Puzzles work together with locked doors to control player progression. Players must solve each puzzle to unlock doors and move through the level, ensuring they encounter every challenge in the intended order. This setup keeps a sense of discovery and accomplishment, as progression depends on interacting with the puzzles while following the path set by the locked doors.
Pressure Through Enemy Presence
- Door command puzzle adds time pressure via enemy, Bruin
- Players must act quickly under stress to succeed
- Increases tension during puzzle-solving
Map Overview
Key Locations
1. Start – Entry from tutorial
2. Intersection – Left path locked, right path highlighted
3. Key Room – Keycard obtained
4. Locked Room – Door opened, Bruin chase triggered
5. Puzzle – “Enter the Command” interaction
6. Exit – Access to Floor 2
Floor 1 Flow
Key Locations
1. Start – Elevator arrival
2. Shooting Range – Correct target reveals password
3. Locker – Keycard obtained
4. Access Door – Progression to second area
5. Three Doors – Two locked, one accessible
6. Computer Room – Password discovered
7. Locker – Keycard obtained
8. Storage Room – Key acquired
9. Final Door – Unlocked with key
10. Lounge – Transition to next level
Floor 2 Flow
Design & Iteration



Initial Greybox Prototype
Puzzle Station Relocation
Scope Simplification
Design Highlights
Timed Puzzle Under Pressure
- Enemy pressure interrupts puzzle interaction
- Timed input requires fast responses
- Successful input allows progression
Observation Based Puzzle Design
- Target identification determines puzzle outcome
Visual feedback confirms correct actions
Player input reveals progression clues
Controlled Progression Through Gating
- Locked doors restrict player progression
- Keys unlock new paths
- Previously blocked paths become accessible
Post Mortem
What Went Well
- Level layout follows the intended player flow, maintaining clear progression even after design changes
- Puzzle under pressure supports gameplay tension while introducing the boss in a controlled way
- Iteration on puzzle placement improved player visibility and overall gameplay clarity
- Close collaboration with the programmer allowed the development of a modular wall system and the implementation of key gameplay features
- Communication with the artist ensured puzzle hints and lighting supported gameplay, even with limited visual quality
Challenges & Limitations
- Team changes reduced the project to a single programmer, requiring the removal of the boss encounter and the simplification of puzzle systems
- Took over level design responsibilities during development to stabilize workflow and improve level quality
- Overall visual quality, including lighting and models, was not fully developed due to time and resource constraints
- Lack of early alignment on asset quality and art direction led to inconsistent visual results
- Initial level setup and scaling issues required additional adjustments during production to maintain intended proportions
Key Takeaways
- Understanding team capabilities early helps define a realistic scope and prevents major design cuts later
- Consistent measurement and scale are critical for efficient level building and collaboration
- Player visibility and camera framing are essential when designing interactions under pressure
- Gameplay experience can take priority over realism when it improves clarity and player engagement