Behind the Door
Behind the Door
A short, psychological horror game developed with Unity for a Game Jam!
Description
Behind the Door is a simple phycological horror game where the player must escape, by advancing through doors. each one that opens, reveals a darker path which ultimately leads to a final choice by the end. Built entirely in Unity using C# and served as my submission for the Pizza Doggy's #3 Game Jam. Here is the Certification
Engine: Unity
Tools: C#
Project Type: Solo
Duration: 1 Week
Genre: Horror, Thriller
Focus: Timing, Trigger Detection, Audio, Lighting, Door opening and closing logic
First level showcasing the door opening, with slight suspense
Another level that is a turning point in the "normality" of the game
C# script for the door open and close logic
The penultimate level where the player must make a choice
My Role
Designed the complete game experience:
Built a loop where the player opens a door and transitions seamlessly into another room.
Implemented door mechanics using precise Quaternion and Euler rotations for smooth opening/closing.
Structured level progression to build uncertainty, tension, and player curiosity
Developed core systems using Unity’s trigger volumes and C# scripting.
Designed multiple endings and separate final levels based on player choice.
Challenges
Challenge: Learning how to pace horror effectively across multiple levels.
Solution:
Struggled with understanding the pacing with each level progression
Initially was only using the doors as the changing object within the levels but then realized audio triggers can be used to add more suspense
Solution: After playtesting, found out that audio was the key aspect to creating a horror experience while still keeping the visual design simple, yet effective
Highlights
Transitioning from level to level seamlessly and making sure they have a continuous build up
First-person camera allows the player to immerse themselves with the world
Created a loop that the player wants to complete due to mysteries and uncertainties
Utilized prefabs in order to re-use certain functionalities within the game with different variables. For example, prefab the door so I would have unique opening and closing speeds
Resolution
This first game jam taught me that horror isn’t just about mechanics, it’s about pacing, atmosphere, and subtle tension. By iterating on small elements like door speed and angle, I turned a simple hallway into something unsettling and memorable. Building it entirely in C# gave me control, clarity, and a deeper understanding of how design and code work together to shape emotion. This project pushed me beyond programming and into intentional, psychological game design.