Role | Gameplay Systems, Dev Ops
Team Size |Â 32
Mirrored Phantoms is a first-person psychological horror game developed by students at SMU Guildhall. In this game, players find themselves trapped in a decaying mannequin factory where reality itself is fractured. The objective is to explore the eerie environment, uncover the factory's dark history, and piece together shattered mirror shards to escape the nightmarish setting.
Key features of the game include:
A Shattered Reality: Players navigate a twisted environment where the walls warp, and reality is a distorted reflection, challenging their senses and sanity.
Psychological Terror: The game preys on deep-seated fears with lifeless eyes seemingly following every move, unsettling silences, and an ever-present feeling of being watched.
Unveiling the Mystery: Through exploration, players piece together the factory's dark history and the curse that binds them, solving enigmas related to mirror shards to uncover the truth behind the haunting.
Mirrored Phantoms was released on February 24, 2025, and is available for free on Steam.
For more information and updates, you can visit SMU Guildhall's official page on the game.
On Mirrored Phantoms, I served as the Lead Audio Programmer, contributing to both gameplay systems and automated build pipelines. Early in development, my focus was on designing and implementing interaction systems for doors, hatches, and other in-game interactables, ensuring seamless integration with the broader gameplay framework.
As development progressed, I was tasked with designing and implementing the audio integration for the game, leveraging FMOD Studio to meet the complex demands of our music and sound designers. This involved not only integrating FMOD into our engine but also creating efficient audio management systems to support adaptive music, spatialized sound effects, and real-time parameter adjustments based on gameplay states. Additionally, I collaborated closely with sound designers to ensure that audio events were triggered dynamically and optimized for performance.
Beyond audio, I also played a key role in the game's build automation and distribution pipeline. I was the only team member familiar with deploying builds for Steamworks, so I was responsible for setting up and maintaining the Steam build system, automating build uploads, and managing distribution for testing and release. This ensured that our team could rapidly iterate and deploy new versions without friction.
Overall, my contributions spanned multiple disciplines, from gameplay programming and interaction design to audio systems architecture and build automation, ensuring a smooth and efficient development process for Mirrored Phantoms.