Anthology of Fear: PROLOGUE was my first large-scale game project and a foundation for what later became the full version of Anthology of Fear. It marked a turning point in how I approached game development, both creatively and technically.
I was deeply involved in programming core systems, gameplay logic, and interaction mechanics. At the same time, I worked on level design and narrative structure, making sure exploration, environmental storytelling, and pacing supported the psychological tone of the experience.
On the visual side, I worked as a 3D generalist. I created new models, modified existing assets, improved mesh topology, and prepared UV layouts. I painted and refined textures in Photoshop and built PBR and custom materials inside Unity. During this project, I significantly expanded my knowledge of both HDRP and URP pipelines, focusing on lighting, post-processing, and overall scene composition.
This was also the first project where I used the full Adobe package in production, from texture work to audio and video editing integrated directly into the game. It helped me understand how all disciplines connect in a complete production workflow.
The Prologue was not just a short standalone experience. It was a learning ground that shaped the direction and production standards of the full Anthology of Fear.
You can play it for free on Gamejolt - LINK