Platform: PC (Downloadable)
Engine: Unity
Team Size: 1
Project Duration: 1 Week
Playtime: 15-20 minutes
Game Designer
Designed all discrepancies and gameplay loop, balancing difficulty and scarcity
Audio Engineer
Made all Foley sounds and voice overs using a DAW and condenser microphone.
This main idea of the game was to let the player take on the role as a security card and play spot the difference with their lives on the line. I wanted to turn a boring job into something scary.
Limit the player's controls. The player only has the abilities afforded to them by their job position, a security console
The repetition of the position causes the differences in the game to be that much more jarring
Feedback to the player is intentionally delayed in order for the player to mull over whether they made the right decisions or not
This project helped me learn what makes things scary. It's not just jump scaring the player, there is more to building and releasing tension to make a good scare.
Make the player comfortable. The player needs to start from an area of comfort (the security booth) so they can journey into the unknown
Create tension. The player needs to focus to spot the discrepancies in the game, which naturally creates tension and fear when they can not find it
Release tension. Horror only stays scary when you give the audience time to wind down, only to scare them again. I give confirmation (but not immediately!) when a discrepancy has been found and it pays off their fear
This project focused on trying to effectively create a scary environment to frighten players
Learned about how change levels of tension using gameplay mechanics in order to scare the player
Turned a classic children's game into something worth jumping out of your seat for
Would have like to had man power to expand the concept and make more levels and models