All We Need is a first-person, narrative-driven horror game that explores the unsettling consequences of past actions. Inspired by a chilling legend from North American folklore, players follow Jack as mysterious supernatural forces pull him away from his family, shaping a haunting journey through the choices they make.
Developer(s): ThunderForge Ltd
Role: Co-Founder, Creative Director, Game Designer, Level Designer
Engine: Unity
Programming Tools: Visual Studio, C#
Platform(s): PC
Release: November 2024
Genre(s): First-Person Horror / Narrative Exploration
Mode(s): Single Player

My responsibilities
The game draws heavily from North American mythology, placing players in the shoes of Jack, a man pulled away from his family by unexplained supernatural forces. As players navigate the eerie and atmospheric woodland environments, they encounter psychological challenges, unsettling encounters, and dark secrets deeply rooted in ancient lore. The experience is built around tension, atmosphere, and discovery rather than action, asking players to piece together the narrative through exploration and environmental cues.
My role on the project was broad, covering several key disciplines throughout production. I served as Creative Director, defining the artistic vision, tone, and narrative direction of the experience from the very beginning. As Game Designer, I was responsible for the core mechanics, player flow, pacing, and the overall structure of the game. I also worked hands-on as a programmer, implementing systems and interactions directly in-engine. Finally, as Team Manager, I coordinated the team’s day-to-day workflow, set production milestones, facilitated communication across disciplines, and ensured we stayed on track from early prototyping all the way through to launch.
Learning outcomes
Understanding the importance of clear communication and structured workflows within a small team, where every member wears multiple hats and alignment is critical to staying productive.
Managing a small team through a full production cycle, from pre-production to release, taught me how to lead effectively while staying closely involved in the work itself.
Scoping a project realistically under tight constraints, learning when to cut features and how to prioritise what truly serves the player experience over what simply feels ambitious.
Sharpening my level design skills through building the game’s environments from scratch, with a focus on environmental storytelling, spatial pacing, and guiding the player through atmosphere and layout rather than explicit markers or UI.
Gaining firsthand experience with the full release pipeline, including QA, platform submission, storefront presentation, and post-launch support.
Trailer
