


Abigail Sutton
Narrative & Level Designer
Featured Projects
Hello, and welcome to my website! Here you can fast-track to some of the featured projects included within my portfolio:

Spiritbreach
Spiritbreach is a semi-open world narrative driven game developed in Unreal Engine 5 over 18 weeks. The player follows Rowena and Soran, the two titular characters who are often at odds, as they are tasked by their guild to investigate the unusual village of Hollowmoor. They vow to put aside their differences as they become entangled in a nightmarish scenario, where saving the harrowed souls of both the living and the dead rest upon their shoulders.
Spiritbreach
Unreal Engine 5, Narrative Driven Game
Hounded Halls
Hounded Halls is a haunted mansion map created for the prop hunt game mode in Fortnite, this project was a look at experimental level design and how levels are tailored for unconventional game modes, and pushed my ability to be able to create a level for a unique game mode in a short timespan, while also learning the ins and outs of the specialised version of Unreal Engine made for Fortnite - UEFN.

Hounded
Halls
UEFN, Multiplayer/Experimental Level Design

Sliding
Doors
Sliding Doors
Sliding Doors is a narrative-driven interactive story built in Twine (SugarCube) about how small, everyday choices shape the way we see others, and ourselves. It mixes story and system by using branching dialogue, variables, and light memory-based minigames to turn emotional decisions into actual gameplay. The game runs on conditional scripting and variable tracking, making story and gameplay feel fully intertwined. Every conversation, choice and gift shows how well the player has understood the people around them in this cosy, sonder visual novel.
Twine (Sugarcube) Narrative & Systems Design, Interactive Fiction
Portal 2: Tutorialisation Series
The Portal 2: Tutorialisation Series is a sequence of chambers created within the Portal 2 editor that are tailored towards tutorialisation - integrating multiple mechanics that get progressively more difficult as the player becomes more experienced, in a way where the skill curve does not spike and increases naturally, allowing for an enjoyable yet challenging experience.

Portal 2
Tutorialisation
Series
Portal 2 Editor, Tutorialisation/Experimental Level Design