All work

My game, published on Steam

REDSHIFT 2025

REDSHIFT is my game, published on Steam through my company, Gravity Interactive. It is a short first-person psychological horror built in Unreal Engine 5. I made the 2025 Early Access release alone. The 1.0 release came from a four-person developer team with additional artists and voice actors, and I was its senior programmer, producer and creative lead. It has passed 99,200 lifetime units.

What I did

Role: Senior programmer and team lead, creator and owner of Gravity Interactive. Solo developer of the 2025 release; senior programmer and team lead on 1.0

  • Team leadership: managed a team of programmers, planning their work and merging more than 170 pull requests into the main build.
  • Core mechanic: eyes-closed REDSHIFT layer built with a custom post-process, input gating, and world-state swaps.
  • Interaction framework for dual-reality objects, clues, and gated puzzles
  • Narrative layer: dispatcher radio, timed interrupts, branching beats, and fail-safes.
  • Levels, settings, and release: the Layer 1 to 3 levels, the settings and accessibility options, Steam achievements, and the hotfixes after 1.0.

Full details

Play REDSHIFT on Steam

Details

Studio
Gravity Interactive, my company, listed as developer and publisher on Steam
Engine
Unreal Engine 5
Platform
Windows on Steam
Release
Steam Early Access Sep 2, 2025 (version 0.1.0). Full release, version 1.0: Oct 30, 2026.
Tags
Unreal Engine / Horror / Steam

Media

Summary

REDSHIFT is a short first-person psychological horror where closing your eyes reveals a hidden layer of reality called the REDSHIFT. You play as Samuel Chase, a field technician for Northline Communications, sent to bring a long-abandoned military relay back online at Tower 7. Powering the site awakens something that twists the world, and you decide whether to run or face the tower. It is a focused, single-sitting experience that tells its story through environmental details, radio calls, and a strange setting.

Two versions

I built the 2025 Early Access release (0.1.0) alone. Version 1.0, released on Steam on October 30, 2026, was rebuilt with a team through RIT's MAGIC Maker program, where I was senior programmer, producer and creative lead. That team was four developers, plus additional artists, voice actors and other contributors. I own REDSHIFT and Gravity Interactive, the company that develops and publishes it on Steam. The Steam page now links to 1.0.

Notable results

  • Reached the top of Steam’s New and Trending free games and has passed 99,200 lifetime units.
  • Highlighted in a Rochester Institute of Technology article.
  • Mostly Positive rating on Steam (78% of 112 user reviews, November 2026).
  • Accepted to the MAGIC Maker program.

What I built

For the 2025 release I built REDSHIFT alone, covering design, narrative, art direction, audio integration, release, and community. Outside of music and art assets, I programmed the entire game and shipped it myself.

  • Team production: led the programming side of a four-person developer team through the 1.0 rebuild, planned the work and milestones, and coordinated artists, voice actors, and other contributors.
  • Player, game flow, and menus: the first-person character, player controller, game mode, main menu, pause menu, loading screens, and credits.
  • Quest system and quest UI, including the final terminal.
  • Interaction system: keypads, keycards, doors, power-locked doors, and the elevator.
  • Layer 1, Layer 2, and Layer 3 level work: geometry, navigation mesh fixes, and layer audio switches.
  • Post-process and visual effects: the REDSHIFT post-process stack, glitch and blindness shaders, and render-target effects.
  • Dialogue and narrative: a dialogue priority system, voice memos, lore tracking on the pause menu, and captions.
  • Settings: brightness, gamma, and colorblind options, plus the audio settings.
  • Debug and test tools, including a debug menu and a spawner.
  • Audio integration and mixing with interference cues, proximity stingers, and dynamic zones for each eye state.
  • Level design and scripting for Tower 7 approach, interior flow, pacing, and tension ramps.
  • Ending logic and state tracking, including the bad and burning endings and their achievements.
  • Accessibility and UX: graphics presets, audio sliders, high-contrast visibility option, and input tweaks.
  • Dynamic quality settings for scalability so the game can work on a variety of devices.
  • Performance and QA: profiling, LOD and visibility passes, collision and lighting fixes, and hotfix pipeline.
  • Steam integration: store setup, achievements, depots, and build delivery.
  • Release operations: patches, player support, community updates, and long-term maintenance.
  • Hotfixes after the 1.0 release.