AA ACTION-ADVENTURE THRILLER PC / CONSOLE
TWIN MIRROR
GAME & LEVEL DESIGNER
A psychological thriller blending investigation, exploration and narrative choices.
As a Game & Level Designer, I contributed to shaping the player experience through level design, gameplay integration and narrative-driven interactions.
01
MY ROLE &
CONTRIBUTIONS
I contributed to the Game & Level Design of several key sequences in TWIN MIRROR, focusing on narrative-driven exploration, investigative puzzles, player progression and meaningful choices.
My responsibilities included structuring player paths, designing environmental interactions, implementing dialogue and narrative events, and creating gameplay sequences that translate psychological tension into interactive experiences.
GAME & LEVEL DESIGN
Designed player paths and structured narrative sequences across linear environments and hub-based locations. Defined interaction placement, event timing and critical progression to balance exploration, storytelling and player guidance.
NARRATIVE INTEGRATION
Integrated interactive dialogues, major choices and relationship updates. Worked on the presentation of narrative stakes, ensuring players received essential information before making decisions while maintaining natural pacing and emotional tension.
PUZZLE & INVESTIGATION DESIGN
Designed investigative sequences built around environmental observation, clue collection, hypothesis testing and logical deduction. Structured puzzles progressively to introduce mechanics, challenge reasoning and reinforce the game’s mysteries.
GAMEPLAY & NARRATIVE DESIGN
Developed interactive situations that express psychological states through gameplay. Combined observation, timing and player actions to transform panic, guilt and uncertainty into playable challenges connected to the narrative.
PLAYER GUIDANCE & PACING
Balanced critical information, optional exploration and dramatic encounters to maintain clarity without excessive exposition. Organized narrative beats and progression triggers to support player understanding, emotional engagement and meaningful decision-making.
02
SELECTED CHAPTERS
I contributed to several key chapters of TWIN MIRROR, from emotionally charged character encounters to complex investigative sequences.
Each location presented distinct design challenges, combining environmental exploration, narrative progression, meaningful choices and psychological gameplay.
COAL MINER'S HAVEN
Narrative Exploration · Meaningful Choices · Pacing
Returning to Basswood for his best friend’s memorial, Sam must confront the people and relationships he left behind. Between resentment, guilt and unresolved feelings, every encounter forces him to navigate a painful past and decide how to reconnect with those he once knew.
Designed the progression of Sam’s return to Basswood, balancing character introductions, environmental storytelling and emotionally charged encounters.
COAL MINER'S HAVEN - INVESTIGATION
Puzzle Design · Deduction
Following a troubling incident during the memorial, Sam returns to the bar to piece together what happened. By examining clues and reconstructing possible scenarios through his Mind Palace, he must distinguish misleading assumptions from evidence before facing another difficult decision.
Designed an investigative puzzle introducing the Mind Palace, guiding players through clue collection, hypothesis exploration and logical deduction.
DOWNTOWN BASSWOOD
Hub Design · Narrative Progression
As the investigation deepens, Sam explores downtown Basswood in search of a missing person. Questioning familiar faces and revisiting strained relationships, he must uncover new leads while navigating growing hostility and the consequences of his previous choices.
Structured a narrative hub connecting multiple locations, character interactions and investigation objectives through a coherent critical path.
BASSWOOD JUNGLE
Psychological Gameplay · Investigation
Discovering the body of the person he was searching for, Sam spirals into panic, fearing he may be responsible. To uncover the truth, he must regain control of his mind, reconstruct the events surrounding the death and investigate the clues pointing toward a much larger mystery.
Designed psychological and investigative challenges combining observation, timed deduction and environmental puzzles to reveal the truth behind a mysterious death.
03
DESIGN CHALLENGES
Designing TWIN MIRROR meant connecting narrative intentions with meaningful player interactions. Across several key sequences, I worked on pacing emotional encounters, structuring investigations and transforming psychological conflicts into gameplay challenges.
The following examples highlight how level structure, environmental interactions and player guidance helped support the narrative experience.
DESIGNING UNCOMFORTABLE HOMECOMING
How do you make players experience a character’s reluctance to confront his past?
I structured the sequence around a gradual escalation: an emotionally charged introduction, an explorable parking lot that delays the inevitable, and a series of increasingly uncomfortable encounters inside the bar. Optional interactions and memories gave players opportunities to explore Sam’s past while controlling the pace of their confrontation with it.
MAKING CHOICES FEEL INFORMED
How can a player make meaningful decisions without being overwhelmed by exposition?
I worked on the placement and timing of critical information before major dialogue choices, particularly during encounters with Joan and Sam’s former partner. By combining mandatory narrative beats with optional exploration, I aimed to give players enough context to understand the consequences and emotional stakes of choosing between pragmatic reasoning and social acceptance.
TEACHING INVESTIGATION THROUGH DEDUCTION
How do you introduce a complex investigative mechanic without overwhelming players?
I designed the Mind Palace investigation around three progressive steps: collecting environmental clues, exploring possible scenarios and validating a hypothesis. I placed evidence and misleading leads throughout the environment, using the puzzle’s progression to teach observation and deduction through direct interaction rather than lengthy explanations.
STRUCTURING A NARRATIVE HUB
How do you preserve freedom of exploration while maintaining coherent story progression?
I organized Downtown Basswood around multiple accessible locations, character encounters and investigation objectives. I defined and integrated a critical path based on key interactions, allowing players to explore relationships and gather information before naturally transitioning to the next narrative phase.
TURNING PANIC INTO GAMEPLAY
How can an emotional breakdown become an interactive challenge?
I designed a psychological sequence in which Sam is confronted by an advancing crowd representing his guilt. The obvious interaction reinforces his belief that he is responsible, while a briefly appearing FOCUS opportunity offers a way out. Players must observe carefully and react at the right moment to regain control, turning Sam’s internal struggle into a challenge of perception and timing.
RECONSTRUCTING A MURDER UNDER PRESSURE
How do you make logical deduction feel urgent?
I designed a timed reconstruction in which players answer questions by identifying environmental evidence. Each correct deduction shifts their perspective and advances the sequence, while incorrect answers return them to the previous question. The unfolding reenactment creates pressure to follow a coherent chain of reasoning before time runs out.
04
MISSIONS &
RESPONSIBILITIES
My work covered player progression, interactive content, dialogue integration, puzzle construction and the pacing of critical narrative events.
Across several key sequences of TWIN MIRROR, I was responsible for designing and implementing gameplay content that connected narrative objectives, environmental exploration and investigative mechanics.
- Structured player paths, critical progression, exploration opportunities and event sequencing.
- Integrated dialogues, meaningful choices, relationship updates and key narrative information.
- Designed investigative puzzles, placed clues and structured observation and deduction challenges.
- Translated panic and guilt into interactive challenges combining observation, timing and reasoning.
- Placed memories, optional interactions and narrative content to reward exploration.
- Organized gameplay transitions and narrative events to balance tension, discovery and player freedom.
05
SCREENSHOTS
Explore a selection of environments and key moments from TWIN MIRROR, highlighting its atmospheric locations, narrative encounters and investigative sequences.
06
GAMEPLAY
VIDEOS
Discover how exploration, investigation and meaningful choices come together to shape the player’s journey through Basswood.
COAL MINER'S HAVEN
An emotionally charged opening sequence introducing key characters, difficult relationships and meaningful choices through environmental exploration and carefully paced interactions.
COAL MINER'S PUZZLE
An investigative puzzle introducing the Mind Palace mechanic, where players gather clues, explore possible scenarios and reconstruct events to uncover the truth.
DOWNTOWN BASSWOOD
A narrative hub combining nonlinear exploration, character interactions and investigative progression, guiding players through an increasingly tense search for a missing person.
BASSWOOD JUNGLE
A psychological sequence blending panic, observation and time-pressured deduction, challenging players to regain control and reconstruct the circumstances of a murder.
07
EVERY TRUTH HAS TWO SIDES.
Step into Sam’s fractured world, uncover the secrets of Basswood and discover a psychological thriller where every choice matters.