Mall After Midnight

Project informations

  • Prototype project presented for the Ubisoft Lab 2026 competition.
  • Engine: Unreal Engine C++
  • Teammates: Bastien Gadoury, Léonard Lemoosy, Estevan Schmitt, Mark - Antoyne Fleury, Jean - Oliver Houle, Nixon Aldayr Antury Nino, Jack Gruber
  • Project date: January 26 2026 - April 7 2026
  • Project URL: itch.io/mallaftermidnight

Escape while exploring, solving puzzles, and avoiding security patrols and traps.

Mall After Midnight is a 3D cooperative game with dynamic split-screen (activated based on player distance), playable with two controllers.

Tasks

Gameplay Systems & Player Interactions

I implemented and refined several gameplay interactions, including object pickup animations, ghost-specific abilities, and contextual instructions across multiple levels. I also worked on improving player guidance by making instructions more dynamic, interactive, and responsive to in-game events.

AI, Enemies & Game Mechanics

I contributed to the behavior and balancing of enemy systems, including guard interactions, camera-based threats, and ghost-specific mechanics. This involved adjusting how players are detected, stunned, or eliminated, as well as testing early combat systems and AI spawning behavior.

Camera, Traps & Level Mechanics

I worked extensively on environmental threats such as cameras spot, lighting systems, and traps. I implemented and fixed interactions where cameras could detect or eliminate players, adjusted timing systems, and improved level-specific mechanics like moving platforms and hiding spots.

Audio Systems & Feedback

I integrated and refined a wide range of audio features, including sound effects for combat, traps, ghost abilities, and environmental interactions. I also implemented background music across menus and levels, and ensured proper audio feedback for UI interactions and gameplay events.

Haptics & Player Feedback

I implemented a haptic feedback system to enhance player immersion. This included vibrations for key gameplay moments such as movement speed, combat interactions, death events, and specific states like the bowling ball mechanic.

UI/UX & Player Guidance

I improved the user interface by refining instruction systems, adding interactive prompts, and polishing menus and settings. This included features like pausing behavior, clickable instructions, UI feedback sounds, and overall clarity of player information.

Bug Fixing & Polish

I fixed numerous gameplay, UI, and system-level issues, including animation bugs, incorrect interactions, audio inconsistencies, and edge cases in level behavior. These changes contributed to a more stable and polished final experience.

Build & Finalization

I made final adjustments for the game build, including polishing UI elements, integrating final audio, and ensuring overall consistency across systems in preparation for release.