top of page

Frightbound

Frightbound is a suspenseful horror adventure where players must navigate a haunted castle, maximize movement resources and collect keys to escape while evading a sinister presence known only as "HER."

Horror 👁️

Stealth 🕶️

Dark 🔦

Creepy 👤

5

icons8-windows-500.png

7 Wks

RELEASE DATE:

October 11, 2024

STATUS:

Completed

Shall thou overcome fear?


How to Play:

  • Movement: WASD | Sprint: Left Shift | Crouch: Left Ctrl

  • Explore, hide, and outsmart "HER" using sound and environmental cues.

  • Retrieve all six keys to escape the castle alive.


Project Design Goals:

  • Create a suspenseful horror experience with atmospheric tension and engaging exploration.

  • Design a haunted castle environment that encourages player immersion and discovery.

  • Develop AI-driven enemy behavior to create unpredictable and dynamic encounters.

  • Use sound, lighting, and visual effects to enhance fear and suspense.


Reflection:

This project taught me how to design dynamic AI and create suspenseful pacing. Building a haunting atmosphere with sound and visuals under game jam constraints was a challenge I’m proud to have tackled. Players described as being terrifying and challenging with special acknowledgement of sound design. The immersion we were able to create will always be my favorite takeaway.




-My Contribution-

Game Designer | Level Designer | Gameplay Scripter | Project Manager
  • Game Systems & Mechanics:

    • Designed stealth and sound-based AI mechanics

    • Prototyped on fear and tension pacing to enhance suspense

  • Level & Environment Design:

    • Created a single-level haunted castle with interconnected rooms and hiding spots

    • Designed randomized key placement system across 15 preset locations

    • Balanced lighting and environmental cues to guide player navigation

  • Tools & Prototyping:

    • Built test environments to refine AI behavior and pathfinding

    • Developed dynamic sound cue triggers to enhance immersion

  • UI/UX Design:

    • Designed and implemented key UI elements:

      • Pause Menu & Settings

      • Minimalist HUD for immersion

  • Testing & Analytics:

    • Conducted playtesting sessions to fine-tune AI difficulty and pacing

    • Gathered and analyzed player movement data to optimize tension curves

  • Collaboration & Leadership:

    • Acted as the primary liaison between design and programming team

  • Bug Fixing & Optimization:

    • Debugged AI navigation issues to improve pathfinding behavior

    • Optimized lighting and performance for smoother gameplay

  • Maintained system documentation

- Design Documentation -

  • LinkedIn
  • GitHub
  • Instagram

©2024 by A Harsh Take.

bottom of page