Dev Diaries: making of Naked Sneak through the Unreal Games Fellowship

Hi,

I’m Marcelo Vianna a Level Designer at Hermit Crab Studio and an indie developer recently relocated to Vancouver!

I’ve been making small games and building levels for almost a decade now… from Warcraft custom maps and RPG Maker 2000 to indie games and level editors such as Trenchbroom and Hammer.

Eventually, I stumbled upon Unreal and fell in love.

I quickly migrated to UE4 than 5, started making levels in Fortnite, and even became a true evangelist for Hermit Crab Studio to enter the Fortnite landscape.

But a s a Level Designer, I felt very limited by templates. I could make levels and tweak templates here and there, but not as much as I wanted to actually make a full game. I’m pretty confident in my skills to create levels in Unreal but I have almost no idea how to actually make a game in the Engine.

That’s why I applied to the Fellowship!


About Me and my Goals

The Fellowship is a huge opportunity to learn everything about Unreal and develop a really cool game that will be played by a bunch of people on an actual arcade machine.
So my approach was to make a tiny list of what I wanted to learn in these 4 weeks.

My main goals are:

  1. Learn as much about AI and Behaviour system as I can;
  2. Make an arcade game meant to be played on an arcade machine (a once-in-a-lifetime opportunity!);
  3. Make a scalable game that I could keep developing after the Fellowship;

With these goals in mind, the idea of making a Pac-Man style game with Metal Gear guards came to life! Somewhere along the way, I realized that the character wouldn’t have any gear, and “Naked Sneak” felt like a pretty funny pun.


Week 1 | Pre-Production and Tests

My first step was actually in Week 0. I saw the week-by-week roadmap and used it to create a roadmap of my own. Then, I iterated on that roadmap on Day 1 with Kaitlin Perry.

With a rough roadmap in hand, I now have deadlines and goals for each week.

Game Design Document

Right after setting the roadmap, my first task was to make a GDD, so I downloaded the template from the Fellowship and at first, I just threw in some images and references.

Then I added bullet points for each topic, elaborated on each one, and BAM! GDD complete just like that!

I have put into paper what was in my head, and by having this idea in a material state I could iterate on it.

Making it more concise

This step is one of the most important… cutting unnecessary elements, removing redundancies, and identifying what could make the game better..

One thing I always try to do is get different resources and combine them into one, for example in Naked Sneak in my first GDD iteratation there was, time and smokebombs that would work as life.

But by revisiting the GDD I came into the conclusion that the game sounded cooler if instead of having a health, to use the timer as the health bar, so the only game over condition is the time out.

By combining health and timer, i made Timer a much more interesting mechanic and the game seem much more fun this way, and it came with the bonus of reducing my scope in mechanics and made my Hud clearer!

Skateboard First and Moscow

My approach to development was a Level Design technique from Steve Lee called “Skateboard First”. The idea is that I would make the more barebones version of my game first, make it fun then build on top of it.

For it to work I went to my GDD and did a “Mo.S.Co.W”, basically labelled everything into:
Must Have, Should Have, Could Have or Won’t Have.

My plan was to face my Must Haves and make them first, I plugged into every lab I could and section with the things that I needed in mind, so everything I was learned I already had a BP making the version that I would use in my project.

This way I was much more intentional with my learning process, and was very hands-on. Every exercise and talk I was already exercising how that new piece of knowledge would fit my design.

Gym Level

As a Level Designer, once I had my template a bunch of questions about how this game played came into my mind. So to start I made a new Level, a gym level to test the parameters and mechanics.

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First Mechanics

Almost everything that I made in this first week was either learned from one of the talks, a freebie that I’ve been hoarding from Fab for a while or something I tweaked in the Template (in my case the TopDownTemplate).

Considerations

The week started very frantic and I was kind of scared, but by developing a roadmap and with the support of Kaitlin, I scoped and managed my projects and not only it improved Naked Sneak and helped me absorb much more from each talk and apply what I was learning into a real context.


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Week 2 – Keeping Up the Momentum

After a strong start last week, I didn’t want to lose any steam.

I kicked things off by listing everything I wanted to implement in my game and scoring each item based on importance vs. time investment. That’s when I hit a little roadblock.


Priorities & Roadmap

Scoring my ideas helped me realize a tough truth: the essentials take time, but not always the kind of time I want to invest my precious fellowship time on.

Some tasks, like sound, widgets, and sequencer, weren’t areas I was eager to explore but were quick to implement. Meanwhile, modeling and texturing were massive undertakings that I wasn’t willing to divert my Unreal learning time into.

So, I found a simple solution: ask for help.

Assets & References

Before reaching out to anyone, I made a detailed asset list, marking what could be done with basic blockout modeling and what needed real 3D work.

To streamline the process, I organized everything in PureRef, a moodboard with references for every asset and texture.

With everything mapped out, I reached out to my talented friend Fernanda Corrêa, and she came in to the rescue!

With my 3D needs covered, it was time to tackle my main goal for the week…


AI aka Process of Learning in the Fellowship

As I mentioned in Week 1, Behavior Trees were one of the areas I was most excited to learn about in the Fellowship.

Taking advantage that one of this week’s courses focused on AI and the Navigation system, I dove headfirst into it.

Learning AI

The class, mentored by Ed Bennett, was the perfect starting point for someone like me, coming in with zero AI experience. I learned about AI Controllers, Trees, and Blueprint Tasks, and during the Q&A, I even got extra insights into decorators based on my example.

Live Labs – AI Bootcamp

My AI learning didn’t stop with the class. During the Live Labs, I camped out in the same room for the entire session, bombarding Trent Cornwell with every AI-related question I had. He guided me through setting up AI Perception, working with stimuli, and integrating them into my Behavior Tree.

The Rabbit Hole

When the Fellowship sessions wrapped up for the day, I went deeper. I found Ryan Laley’s AI Playlist, which had everything I needed and then and after that I even started his older and larger UE4 playlist!

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I followed along, implementing patrolling, investigation, and search sequences, and it was starting to look promising!

More Live Labs

By the time the next Live Lab rolled around, I already had a “working” AI system. I spent the session troubleshooting AI combat behavior, getting the guards to shoot at the player (which, ironically, was way harder than I expected), and picking up some extra AI tips from Trent.

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Starting the Blockout

Beyond AI, I tackled smaller tasks like reworking my Switch Door System and experimenting with Niagara Systems.

But in the middle time I started blocking out the level!

With functional mechanics and AI, level design became way more fun. I sketched out a layout inspired by Groznyj Grad (MGS3) and Shadow Moses (MGS1), but I added verticality inspired by PSX-era platformers like Miss Pacman and Sly Cooper. The level is still in its early stages, but I can already playtest it and find the fun parts of the game.

Final Thoughts

This was AI Week, no doubt about it. I’m super happy with the progress I’ve made with Behavior Trees, and the game is looking more promising each day.

But with only two weeks left, I’m starting to feel the crunch. Even if I tackle all the big tasks, the sheer amount of small details might be my next challenge… but I also have a poretty big task ahead regarding the character movementation.

But while I keep on managing my weeks everything will be fine, and if I ever feel like I couldn’t deliver I can scrap some mechanics to reduce scope thanks to the Skateboard approach.


But well that 's Week 2!
2 weeks gone, 2 to go!

1 Like

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Week 3 – Polish, Panic, and a Dive Roll

Since the beginning, my plan for Week 3 was to gather everything from the MVP and start turning it into a real game.

Polish, iterate, and give it that final game-feel magic.

I kicked off the week with a trusty post-it covered in every mechanic and idea I wanted in the game. I ran them through the classic MoSCoW prioritization (Must, Should, Could, Won’t) and started knocking them out one by one… well, sort of.


The Dive Roll!

First up: a freakin’ Dive Roll.

I really wanted to give players a tool to express themselves and create cool risk/reward moments. Enter the Dive Roll: a one-button move that launches you forward with great speed but terrible recovery, but it gives you just enough air time to open up so many possibilities.

On its own, it’s simple. But combined with elevation,momentum , and creativity, it opens up some crazy paths and fun traversal routes all over the level.

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Shooting & Health Mechanic

Enemies now shoot at you… and yep, it actually hurts now. Even worse, it drains your timer. If your time hits zero? Game over.

BUT! There’s a twist: damage is queued and trickled in over time. This leaves a window for players to make risky last-second comebacks if they can reach a collectable in time.
Risky, rewarding, and engaging.

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Level Design Changes

I’m pretty happy with where the level is now. I actually scrapped about 25% of the original space and restructured it to be more compact and interconnected, and it paid off.

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Now it flows way better, with fun shortcuts, sneaky hidden passages, and some spicy dive roll paths. It’s a tighter experience that feels more dynamic overall.


Spawners Going Wild

My nemesis this week? The collectable spawner system.

The plan was simple: randomly spawn collectables between preset points, and respawn them elsewhere once collected. Easy, right?

…Wrong.

I ran into everything from spawning collectables in a geometric progression (crashing the game) to infinite loops (also crashing the game).

Still fighting this one, but I have a plan B ready just in case.


Packaging Panic

Here’s a lesson in hindsight: start packaging earlier.

I saved this for late in the week and paid the price, a full day of bug-hunting, panicking, and chasing obscure packaging errors.


Multiplayer!?!

This was my favorite “could-have” that I actually managed to squeeze in: local split-screen multiplayer!

It’s still pretty rough and I had to rework a bunch of systems, but seeing the game as a chaotic co-op stealth-arcade-underwear-runner is… magical.

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Totally worth the crunch.


My Last (Sneaky) Steps

No more big systems or mechanics from here on out — just decoration, iteration, and fixing bugs.

I’m still a bit scared of the collectable system (but Plan B is prepped), and I’m hoping to clean up multiplayer a bit more before diving into menus and final touches.

I’m a little behind schedule, but that was expected — that’s why buffer time exists! The final week will be frantic, but I’m super hyped to wrap this project up!

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Week 4 – The Final Stretch

Fixing. Polishing. Shipping.

Naked Sneak has a pretty straightforward game loop built around three core pillars:
Collectibles, Enemies, and Movement.
But this couldn’t pass the opportunity to add a fourth pillar: Multiplayer.

These four systems were the backbone of the project. If even one of them fell apart, the whole experience would be frustrating rather than fun. So at this stage, it wasn’t about adding new features anymore, it was about refining these pillars so they could hold up the entire game.


The AJ Rescue Arc

Some systems were still misbehaving, especially the collectibles and their spawn logic, a pesky camera bug, and some multiplayer oddities that felt like black magic to me (and looked like spaghetti). So I reached out for backup.

That’s when AJ Gillespie came to the rescue.
With his help, I fixed nearly every major issue on day one of the final week. And beyond the fixes, he introduced me to structs and data tables, something that saved my neck and even let me keep a collectible mechanic I had almost given up on.

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Thanks to AJ, the path was clear:
it was finally time to iterate and polish.


Aiming for “OK” is OK! The Iteration Mindset

Once the systems were working, I shifted gears from fixing to balancing.
Design balance looks deceptively simple but can swallow entire weeks, especially if you aim for perfection. So I followed an age-old piece of advice:

Stop tweaking when the game feels “OK to good.”

Not every mechanic needed to be perfect, but all of them had to be functional, fair, and fun. In a four-week project, getting four solid pillars was way better than obsessing over one perfect mechanic while the rest was frustrating.


Making it More Fun

My mission wasn’t to make the game “perfect”, it was to make it fun, expressive, and arcade-flavored.

I wanted players to explore, experiment and get rewarded for mastering the Dive Roll ( the most fun and expressive part of the game).

So I took one of my favorite pieces of advice from Scott Rogers’ book Level Up!:

Don’t chase the “fun”.
Remove everything that is un-fun,
and the fun will show up.

So I cleared obstacles, buffed the Dive Roll for better flow, trimmed player collision for smoother window jumps, and cranked up the visual and audio feedback until the game felt like it belonged in a '90s arcade.

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Everything to get frustration and unfun bits away from the player, and reward him from playing the game in the most fun way: Running around and improvising.


Making it Juicy

Juiciness was baked into my vision from the start:
I wanted Naked Sneak to feel like an old-school arcade machine.

I leaned hard into nostalgic sound design, using plugins like Ed Bennett’s PopUp, Metal Gear look alike fonts, crunchy backpack sfx, and some good old character reaction sounds. Picking up items wasn’t just a task, it became a dopamine hit.

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Even the menus got the arcade treatment: sound effects, dynamic camera transitions, and a Goldeneye’esque aesthetic that tied the whole vibe together.

But one of my favorite polish touches?
I hid the level loading behind a “Press Any Button” intro cutscene, with letterbox, an obscure slow theme and everything, just like those classic House of the Dead machines.

It solved technical hiccups and added flair, all at once.

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Delivery Day

The deadline was Friday, but I aimed for a Thursday morning submission… just in case.
Everything went smooth: I had a stable build ready early, and by presentation day, I even uploaded a V2 with small tweaks and improvements.

During the showcase, I was thrilled to see people connect with the vibe and the juicy, simple loop I’d worked so hard to deliver.


The Experience

The Unreal Fellowship: Games was a wild ride.

That first week felt like standing on a roller coaster before the first drop… nerve-wracking.
But once the cart started rolling, it became one of the most fun and enriching experiences of my life.

In just four weeks, I learned more than I ever thought possible and built a game I’m genuinely proud of.
Even better, I got to share the journey with an incredible group of talented, warm-hearted people, giving feedback, receiving it, brainstorming, failing, fixing, and growing together.

Watching my classmates’ games evolve from sketches into fully playable, polished experiences made me as proud as finishing my own.

Check the Fellowship trailer here


A Final Word

If you’ve ever thought about applying to the Unreal Fellowship:
Stop thinking. Just do it.
It’ll challenge you, inspire you, and change the way you approach your craft.

This was one of the most rewarding journeys I’ve ever had and I couldn’t be more grateful for the people, the lessons, and the memories.

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