My contribute:
For Whyme I worked on both the monster AI and the clue system.
For the monster I proposed an AI which allowed it to constantly swap its movement pattern. What I wanted to achieve with this was to make it as much unpredictable as possible, increasing the anxiety the player feels during the experience. This idea was the final model applied to the game.
For the clues I helped developing the system which randomized their position at the beginning of the game, ensuring them to be perfectly placed to create a balanced game experience for the player.