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NYCTOPHOBIA

Are you afraid of the dark?

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RESPONSIBILITIES

  • Designed original game idea and concept.

  • Planned level design: where assets are placed, how the player moves through the level, where and how audio is delivered.

FAMILIARIZATION WITH AUDIO CUES

This project started off with use of environmental story telling, but as my partner and myself progressed, we realized we had too many things to balance between each other to balance out a set in stone story through the environment. We chose to make the story obscure so the players could chose to create their own version through subtle hints, or focus on the escape-style gameplay. The core use of horror comes from the well timed spacial audio cues, as well as changes in the players peripheral vision.

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