Sip Of Sanity

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About

“Sip of Sanity” is an indie cozy horror game where players explore the mysterious, off-the-grid town of Coldridge, delivering various brews to peculiar customers in order to either uncover the town’s secrets or find a way to escape.

Primary Role: 
Lead Level Designer

Secondary Role:   
Game Designer

Engine:
Unreal Engine 5

Team Size:
10 

Status:
Demo coming out on steam Q2 2026

Main contributions

As a co-founder

Early Development

As a level designer, during the project’s early stages I documented world partition pipelines, landscape pipelines and level collaboration pipelines in confluence on top of exploring and finding what works and what’s fun. Example: (document)
During this early development I applied my experience with the landscape and foliage tools which I used to create the blockout for the open world.
Some video showcases of the blockout levels made within the first 2 sprints and a gas station I made which also included a inside store inspired by ”Easy Delivery Co”, one of our reference games

Level Design

As a level designer, I had ownership over the latest iteration of the town and the explorable open world
I worked with level artists and designers to settle on the vision for both the inside and outside spaces: delivery points, size, unique encounters, day & night cycles. On top of that, memorable places or ”weenies” like the Light House I took inspiration from Dredge to use as anchor points and landmarks for navigating the world. The light house quickly became a liked and recognizable landmark because it indicated clearly where the player’s main hub is located.
I created paper & digital ideas, for both the inside and outside spaces then worked on the levels from blockout to presentable versions.

1. Sketches - town rework

2. Sketches - open world

Sketches I've made throughout the iteration process of the main level

3. Set dressing

My experience with the foliage tool and landscape tool, in collaboration with art I created a document for set dressing metrics (document)

LD Ingredients

As a level designer, I had ownership over a few level ingredients that were used throughout the levels that contributed towards both the horror and cozy experience we were going for. Here are some of them:    

1. Web Trap

Designed to spawn only during higher insanity levels it slows the player car down when passed through.
If passed through while boosting it burns and give the player an extra boost!
The VFX and SFX were also made by me.

2. Geometry collections

Using Geometry collection and some physics tweaking I created a geometry collection blueprint base class allowing the creation for variety of breakable objects.
I later used various assets with it that can be placed around the world, such as signs, road barriers, repair kits moving on a spline and many other assets.
This created a more responsive world for the player​

3. Modular Camper

A modular camper blueprint I made for one of our intern artists. She made the modular piece kit and I created this blueprint for them to use during set dressing. For marketing I also made a little showcase of the asset for social media.

Gathering Mechanic

I was the product owner of the Gathering mechanic. It is a mechanic part of the core game loop used to gather ingredients from the outside space, think of it like the fishing game from ”Dredge”. 
I designed the gameplay, made sure the visuals were in line with the intention of the mechanic, and I created the whole prototype of the modular pieces in engine in order to get the vision across. The mechanic showed longevity and potential so it stayed as a core mechanic.

1. Initial design

Initially the design was very ambitious. It revolved around combing the physics of the car in order to speed up the gathering progress bar, after which depending on the weight of the item extracted the car would behave differently. This of course required a deeper understanding physics and math so ultimately, I ended up physics constraint components and some faking to get it working

2. Visuals and vision

Because we were going for a more diegetic approach I knew the visuals of the assets and the composition of the gathering phase had to be really clear and readable to the player, so I spent extra time on the diegetic UI of the mechanic

Marketing

Throughout the development of the game, we recorded and posted various marketing content in attempt to gather an audience before our demo release. Here are some highlights from the most engaged posts that the game has made so far that I made from ideation to creation.
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