Linyi Dai, NYUSH CO'26 @ Computer Science
Reach out to me at leodai@nyu.edu and www.linkedin.com/in/leodai123
The Matrix Movies
Dark Echo (2D Game)
IMAGINE yourself standing in total darkness within a contained spatial anomaly. You are an expendable S.A.R.D. operative, and your only connection to reality is a handheld LiDAR scanner. The void feels empty—until your scanner reveals shapes that are breathing.
Paranormal Prober is a minimalist, first-person horror game. The player takes on the role of a lone explorer navigating a dark labyrinth where traditional vision is impossible. Your task is terrifyingly simple: "paint" the invisible world with laser pulses to find your path. But as you venture deeper, you realize that the more you reveal of the world, the more the things hiding in it can see you.
The core gameplay is straightforward:
Scan to visualize the environment
Move silently to reach the objective
Freeze to hide from sound-sensitive predators
Die if you make a sound or scan too aggressively
The tension builds as the geometry defies logic, and the player must balance the need to see with the desperate need to remain unnoticed.
Paranormal Prober blends claustrophobic isolation with high-stakes stealth, turning the act of perception into a deadly risk where observation comes at a price.
Absolute darkness becomes the canvas. Rather than fighting against the void, we embraced it as the foundation of the experience—total visual deprivation transforms every scan into an act of discovery and every silence into palpable dread.
LiDAR point clouds replace traditional graphics. Inspired by real-world 3D reconstruction and archaeological surveys, the ephemeral particle-based visuals create a raw, unstable aesthetic that makes the environment feel reconstructed rather than rendered.
Scanning creates visibility—and vulnerability. Every pulse of the LiDAR reveals the world, but also broadcasts your presence. The more you see, the more they sense you. This tension bakes dread into the core mechanic itself.
Color-coded particles replace traditional UI. Green for walls, red for danger, yellow for interaction, white for escape. The scanner becomes your only HUD, forcing players to actively earn environmental awareness.
Aggro-on-observation escalation system. Staring too long at an entity doesn't just reveal it—it enrages it. The creature begins emitting its own particles, becoming faster and more terrifying, creating a feedback loop of panic.