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SLEEP AWAKE

Unreal Engine 4,  C++ ,Blueprint

SLEEP AWAKE is a first-person psychedelic horror set in the far future, in the last known city on Earth, where people risk losing their souls if they fall asleep. Directed by Cory Davis (Spec Ops: The Line) and Robin Finck (Nine Inch Nails) 

The game is being published by Blumhouse Games and is in the 2025 Official Selection of Tribeca Film Festival

Recommendations
  • Check out the recommendations from the Creative Director, the Lead Designer, the Lead Sound Designer, and the Gameplay Engineer.

  • Cory Davis (Creative Director, Director of Spec Ops: The Line): "Lucas Qu is one of the best game developers I've ever had the chance to work with."​

  • As a Technical Designer in the small 4-person design team, I designed and owned moment-to-moment gameplay across multiple levels—blocking out traversal, scripting stealth, chases, interactions, AI behaviors, encounters, and cinematic beats. Contributed to the level design and meta progressions.

  • Independently prototyped and developed the global “Hold Breath System” for AI encounters and environmental actions.

  • Built a sophisticated camera behavior system supporting both gameplay feedback and scripted cinematic beats, serving as a core pillar of player-enemy dynamics, working with vectors, rotations, and screen-to-world space transformations.

  • Crafted robust gameplay systems including Push/Pull Interactables, Damage/Death, Doors, and contextual interactions. Scripted systems such as the Conditional Level Event System and Quantized Audio Module used across departments.

  • Proactively identified and addressed underlying issues for maintainability and performance. Greatly enhanced game quality through meticulous tuning, debugging, significantly improved responsiveness, stability, readability, and overall game feel.

  • Dived into UE4 code base and the Gameplay Ability System and extended upon existing functionalities. Added designer-friendly libraries, tools and interfaces. Developed in-house tools for content creation, asset management, and testing.

Wanna see more?
  • While I cannot show any moment-to-moment gameplay or any game level, there is a password-protected page behind NDA that shows some of the "skeleton" of the gameplay systems and tools I built.

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