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DESIGNER DIARY

DON'T TELL MOM

Don’t Tell Mom is a fast-paced, chaotic retro FPS where the player is thrown into an unpredictable environment filled with constant action and pressure. The gameplay focuses on high-intensity combat and quick decision-making, where rules feel loose and the player is not meant to be in control for long. With bullets flying and systems pushing toward chaos, the experience emphasizes speed, disorder, and raw gameplay energy over structured progression.

MY ROLES

  • Game Designer (Polish & Experience Design)

  • Gameplay Balancing

  • UI/UX Design

  • Visual & Branding Design

  • Sound Design & Music

  • Trailer Production

RESPONSIBILITIES

  • Improved level and gameplay balancing, refining pacing and player experience based on existing mechanics

  • Redesigned UI/UX to enhance clarity, navigation, and overall usability

  • Applied lighting and post-processing adjustments to improve visual quality and atmosphere

  • Contributed to narrative framing, including naming the game and shaping its thematic direction

  • Developed the game’s branding, including logo and visual identity

  • Created the official trailer and contributed original soundtracks

  • Supported overall quality polish, ensuring consistency across gameplay, visuals, and presentation

MY DESIGN BREAKDOWN

Experience Improvement & Polish

Gameplay & UX Issues Identified

When I joined the project, the game had a strong core concept but lacked clarity and balance in execution. The UI lacked structure and consistency, making navigation and feedback unclear. Enemy difficulty was unbalanced, creating sudden spikes in challenge, and the absence of a tutorial made onboarding difficult for new players.

Design Improvements

I began by redesigning the UI system, introducing a unified visual style and improving layout consistency for better readability. I collaborated on gameplay balancing, refining enemy behavior to create a smoother difficulty curve.

To improve onboarding, I designed and implemented a tutorial system that introduced core mechanics progressively. Additionally, I reworked the HUD, simplifying it to provide clear, minimal, and functional player feedback.

Outcome

These changes significantly improved the overall player experience. The game became more readable, accessible, and balanced, with clearer progression and a stronger sense of cohesion across UI, gameplay, and presentation. This shifted the experience from a raw prototype to a more cohesive and player-friendly build.

Audio & Presentation

I developed a complete original soundtrack (OST EP) for the game, including tracks for the main menu, gameplay levels, and the official trailer. In addition to music, I implemented key audio elements such as gunshots, abilities, and kill feedback to enhance moment-to-moment gameplay feel.

I also created the official game trailer, using recorded gameplay footage and editing it in Premiere Pro, with a custom-composed track produced in FL Studio.

These contributions helped strengthen immersion and energy, making the gameplay feel more responsive and engaging through both music and sound feedback.

Narrative & Identity

The game initially had no defined identity or title. Based on the tone of the main menu cinematic, I conceptualized a narrative of a boy secretly playing games at night while avoiding waking his mother. This directly led to the title “Don’t Tell Mom,” grounding the experience in a relatable and playful premise.

I also developed the game’s branding and logo, inspired by Y2K and early 2000s VHS-era aesthetics. The graffiti-style logo reflects the cultural influence of that period, helping establish a distinct visual identity.

Together, these elements shaped the overall tone of the game into a more stylized, energetic, and cohesive experience.

MUSIC I MADE FOR DON'T TELL MOM

AVNEET DHAKA

Game Designer

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