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

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