This project was my own take on the observation-based horror formula popularized by games like I’m on Observation Duty. I wanted to explore tension built purely through attention, pattern recognition, and subtle environmental changes.
The entire game was developed by me, from concept to final build. I was responsible for programming all gameplay systems, anomaly detection logic, UI flow, and progression mechanics. Structuring the experience was an important part of the process.
The pacing had to balance calm observation with moments of uncertainty without relying on traditional horror tricks.
On the visual side, I worked as a 3D generalist. I created new models and adapted existing assets to fit the setting. I handled UV layouts, adjusted mesh topology, and optimized geometry for real-time performance. Textures were prepared and refined in Photoshop. Inside Unity URP, I built PBR and custom materials to achieve a grounded but slightly unsettling atmosphere. Lighting and post-processing were carefully tuned to support long observation sessions without visual noise.
I also used Character Creator for character setup and Premiere Pro and After Effects for promotional materials and presentation. This project helped me further refine my Unity URP workflow while combining programming, level design, narrative hints, and visual direction into a cohesive solo production.
You can play it for free on Itch.io - LINK