Five glowing escalators in Las 5 Celdas
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SHIPPED GAME / 2026 / PSYCHOLOGICAL HORROR

LAS 5
CELDAS.

Five cells. Distinct fears. One unsettling journey.

VIEW ON STEAM ↗
PLATFORMPC / Steam
ENGINEUnreal Engine 5
DEVELOPMENTIndependent / Solo
RELEASED25 September 2026
THE PROJECT / 001

A story told
through five
playable spaces.

Las 5 Celdas is a short, first-person psychological horror game built around uncomfortable encounters, light puzzle-solving and decisions with emotional weight.

I independently carried the project from playable concept to Steam release, working with Unreal Engine on levels, gameplay implementation, user interfaces, event sequences, localization and publishing. External assets and AI assistance supported parts of production.

BLUEPRINTSLEVEL DESIGNUMGNIAGARASTEAMWORKS
THE GAME / LEVEL DESIGN

Inside the five cells.

Selected captures from the actual game — each environment has a distinct mechanical and emotional purpose.

01 / 05

The cinema.

A theatrical entrance, an unsettling encounter and a set of escalators. The player reads the environment and makes a choice.

Exterior cinema entrance
Cinema entrance / atmosphere
Mannequin reaching towards the player
Character encounter
Dark corridor marked keep out
Exploration space
Dark swing in a quiet courtyard
Environmental detail
02 / 05

The classroom.

An unnerving teacher, unsettling drawings and a challenge centred on observing the rules instead of blindly following them.

Teacher in the classroom
The teacher
House drawings on classroom wall
Visual puzzle clues
03 / 05

The street.

A timed sequence that combines environmental urgency, an electrical-panel puzzle and a decision with consequences.

Fog-covered city street with countdown
Countdown and navigation
Zebra crossing and figure in the road
Street scenario
04 / 05

Memories.

Personal objects and quiet places shift the focus from urgency to reflection, using inspectable props and environmental narrative.

Pink rain over a ravine in the memory sequence
Memory landscape
Gravestone with paw icon
A remembered companion
Bamboo fishing rod found in a memory
Inspectable object
Family photos pinned to a wall
Personal recollections
05 / 05

The hospital.

A restrained closing sequence, built around an intimate interaction and a final reveal.

Hospital door with weathered white paint
Final approach
Hospital room and patient on a bed
Final interaction
WHAT THIS PROJECT TAUGHT ME

From prototype to release.

01

Build a complete experience

Shaping a sequence of levels with distinct interactions, pacing and visual language.

↗
02

Test with real players

Watching where players struggle, investigating bugs and improving clarity and progression.

↗
03

Ship the final product

Localizing, packaging, configuring Steam and supporting a commercial release.

↗
THE RESULT

PLAY THE
RELEASE.

Available on Steam for Windows.