top of page

Five Nights of Freddy: Secret of the Mimic

Development Info

  • Genre​​: Horror, Adventure

  • Engine: Unreal Engine 4

  • Role: Associate Game  Designer

Steam Link

Summary

Five Nights At Freddy's : Secret of the Mimic is a single player horror experience that takes place in Murray’s Costume Manor. As an Fazbear employee, you are instructed to gather a tech project from an inventor named Edwin Murray. With Murray's Costume Manor being abandoned for quite some time, there should be no problem completing the job. Or should it? 

Primary Contributions on Five Nights at Freddy's : Secret of the Mimic

Design Process for Storage area

Since the storage area is the first encounter of an enemy within the game, I designed it to teach the core gameplay mechanic of manipulating the enemy movement with distractions.

 

In this area, the player has a wind up mouse and a static distraction to distract the enemy. Both distractions moves the enemy to a certain location but the wind up mouse allows the player to throw it in any direction while the static distraction is stationary.

 

If the player decided to use the cut out advertisement to distract the enemy, I place lockers in near its proximity that the player could quickly enter them after activating it. The lockers were place along the enemy path allowing the player to see when is the perfect time to leave them and progress. If the player decided to use the windup mouse, the player can grab and throw them into any open area and sneak pass the enemy.

Storage Area Gameplay With Mouse Distraction (55:54-59:40)

Storage Area Gameplay with Cut Out Advertisement  (49:34-52:50)

Design Process for Workshop

While designing the workshop area, the goal was to keep the player guessing on where and where the mimic is. We want the player to never feel safe outside of the area where the player is putting the springlock suit pieces together.

​

To achieve this goal, I collaborate with the engineering team to create husks all around the level. These husks will act as potential spawn locations for the mimic to spawn in at any time. This will allow the player to pace himself within the level and not try to rush to find those spring lock suit pieces.

Dawko Workshop Gameplay (15:07-21:31)

Design Process for Night Light 

For Night Light, I wanted the gameplay to focus on navigating the player through pitch darkness with a flashlight and a roaming enemy. This level is meant for our hardcore fans to find while our causal fans could easily skip.

​

For the player to get the collectable, they would need find missing tile puzzle pieces to the power puzzle. The player will go to each quadrant and place their flashlight onto generator. Once the generator is active, the roaming enemy is alerted to that quadrant and the player will need to quickly collect the piece and leave that quadrant. After the player has added the missing tile puzzle piece to the power puzzle, the player must go back to that quadrant and collect their flashlight.

​

​When the player has collected all of the missing tile pieces, the player is able to solve the power puzzle. If the player solves the puzzle, the player is able to get the collectable from the maze and leave the area. 

Dawko Night Light Gameplay (15:07-21:31)

bottom of page