Racheal Klink
LEVEL DESIGNER | NARRATIVE DESIGNER |
GAME DESIGNER
Kaylich
Unreal Engine
Work in Progress
Responsibilities:
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Project Lead with Jade Schottstaedt
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Game Design and documentation.
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Level Design
This project is a mystery/thriller game set in an alternate universe that takes you through an old manor rife with the unknown. Navigate your way through the house as Imogen as she searches for her missing son. Solve puzzles to learn more about the house and the entity sealed there.

I am the co-project lead with Jade Schottstaedt for Kaylich. Originally, Jade and I started on this project as just the two of us for several months. Then our team expanded to include more game designers and artists. My duties currently include managing tasks for the team, level design, game design, and meeting with the team leads to keep everything as consistent as possible. I work closely with Jade and the other game designers for in game level designs and mechanics.
Our early iterations of the project included testing of an isometric camera set up, a possibility of hiding zones to hide from our then enemy character, and a simple candle puzzle set up. Additionally, we worked on a mechanic that involves using Imogen's ability "Reality Shift" to 'look' into the hidden realm and see things that you can't see normally.
We kept the Reality Shift idea as well as the iso set up for the camera. Since the first iterations though, the project has gone through many updates to further expand upon the Reality Shift idea as a core mechanic. Our second iteration of the manor level was a simple five room level design. The mechanic was to find and gather a handful of ritual items to bring back to the main room. On our third iteration, we have made major changes to the project.






The story has grown from what it was with Jade and Shani - another designer on our team - having fully fleshed out the narrative side. Additionally, the Reality Shift mechanic got a rework from Shani, as did our level layout, and she has been working on the mechanics of the game as well. We are drawing heavily on Death's Door as inspiration for our level design layout, and referencing a handful of horror games for atmosphere and lighting.