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The Weight of Emptiness

Project Summary

Role: Game Designer

Team Size: Solo Project

Genre: Psychological Exploration Game
Engine: Unity

Duration: February 2023 - April 2023

Status: Completed​​

Overview

The Weight of Emptiness is a short-form psychological exploration game created as a solo university project. Set in the intimate setting of a family home, the game follows the journey of Luna, a young girl who, whilst looking for her Dolly, finds herself caught in a web of horror after her father's tragic death and the loss of her brother.
As the  developer of this game, my intention was to create an immersive and thought-provoking experience that resonates deeply with players. I provided insight into the challenges faced by individuals dealing with mental loss issues and the impact of grief on ourselves and the ones around us.

Development Notes

  • Full solo development: scripting, design, lighting, UI, and pacing.

  • Codebase organized modularly for clarity and debugging, using consistent namespaces and class architecture.

  • Integrated mental health support resources and included non-intrusive trigger warnings at relevant narrative moments.

My Role

Developed "The Weight of Emptiness," a solo project created with Unity and C# scripting, demonstrating narrative-driven design, emotional depth, and interactive storytelling.

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  • Built a highly immersive first-person narrative adventure, using careful level design and atmospheric environmental storytelling to enhance player immersion.

  • Scripted interactive elements in C#, including dynamic player interactions, object manipulations, environmental triggers, and timed narrative events, to deliver a tightly controlled narrative pacing.

  • Integrated trigger warnings and emotional support resources within the game experience, ensuring sensitivity towards difficult themes and promoting player safety and comfort.

  • Managed a clean and modular scripting structure, optimizing the development workflow and facilitating rapid iteration and debugging.

  • Utilized Unity’s Timeline system effectively, orchestrating complex scripted sequences, narrative beats, and interactive elements with precision.

  • Designed intuitive UI and gameplay mechanics, including interactive objects, environmental puzzles, and scripted animation sequences, enriching the narrative depth and player agency.

  • Conducted extensive narrative research, including studying relevant psychological themes and interviewing individuals to authentically portray sensitive topics and improve emotional resonance.

  • Used GitHub for source control and project management, ensuring effective version control and structured workflow during development.

  • Successfully delivered an emotionally impactful, polished narrative experience within a tight 10-minute max gameplay duration, balancing storytelling depth with concise and meaningful player engagement.

​Exploring C#

  • Engineered over 50 custom C# scripts to support interaction systems, player mechanics, UI, and game logic.

  • Built robust interaction logic for doors, drawers, key pickups and notes to simulate a realistic world.

  • Implemented a flashlight system with toggle controls, dynamic lighting, and audio feedback to support exploration in dark environments.

  • Developed audio triggers and jumpscare events using Unity’s Timeline and custom scripts to control timing, pacing, and player emotional response.

  • Utilized DOTween to animate UI and game objects smoothly (menus, notes, and camera fades).

  • Created custom head bobbing and movement smoothing to enhance immersion in first-person controls.

  • Ensured input compatibility using Unity’s Input Manager and custom controller scripts.

​​Narrative Integration

  • Used Unity's Timeline and trigger zones to control key narrative beats including note logs.

  • Carefully placed interactive notes and audio cues to deliver the story non-intrusively.

  • Designed all puzzles and scene pacing to maintain narrative flow and emotional tone.

Full Gameplay

​UI & UX

  • Designed and implemented an in-world menu system, including: Play Story, Help, Exit buttons with animations and transitions.

  • A custom pause system that respects player progression and current narrative context.

  • Used audio layering and environmental design to support atmosphere (e.g., distant cries, static radio signals, scripted whispers).

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Hello!

I'm Filippo, an Italian-Born Game Designer living in London. I recently graduated from UEL with a First Class Bachelor of Arts in Game Design. My specific focus is Combat Design and I have 4+ years of game development experience primarily in Unreal Engine and Unity. 

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I absolutely love to create; more specifically, I love creating mechanics that subtly teach the player through gameplay. My main focus is combat design so it comes to no surprise that some of my favourite games are Sekiro, the Ninja Gaiden series, Sifu, God of War, Hollow Knight and Elden Ring. I also clocked thousands of hours on RPGs such as the Elder Scrolls series, the Diablo series, Baldur's gate 3, Final Fantasy X, The Witcher 3 and Cyberpunk 2077. ​​

When I'm not making or playing videogames, I love reading, cooking, coffee and dogs. If you enjoy the stuff I've been making, please feel free to reach out!

 

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©2022 by Filippo Angeletti

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