Anthology of Fear is the largest and most demanding project I have created as a solo developer so far. The production lasted several years, during which the concept evolved multiple times before reaching its final form. It became a long process of iteration, learning, and refining ideas until everything finally aligned.
This project was a full test of my skills across every area of game development. I designed and programmed all core systems from scratch, including player movement, interaction systems, progression logic, quest structure, puzzle mechanics, and enemy AI. I also developed my own localization tool to support multiple languages and built the entire narrative flow system that holds the game together.
From a design perspective, I created and structured numerous distinct locations inspired by classic psychological horror games. The environments range from urban spaces to narrow corridors, a family home, and claustrophobic interiors. Each area was designed to support both gameplay mechanics and narrative pacing.
Visually, I worked as a 3D and 2D generalist. I adapted and reworked hundreds of assets to maintain a consistent artistic direction. I modified topology, edited UV layouts, created original textures, and built custom PBR materials using Unity’s Scriptable Rendering Pipeline. Maintaining stylistic cohesion across many hours of gameplay required constant iteration and optimization.
Beyond development and art, I also wrote the script, structured dialogues, and directed the overall narrative of a multi-hour criminal investigation story. I handled sound design, video editing, graphic design, and created all marketing materials, including the store page and promotional assets.
Anthology of Fear is the project I am most proud of. It represents everything I have learned so far, brought together into one complete production.
You can play the demo for free on Steam - LINK