Year
2022
PROJECT TYPE
Game Jam
GENRE
# FIRST PERSON PSYCHOLOGICAL HORROR
DEVELOPMENT TIME
3 Hours
• Designed a first-person atmospheric puzzle experience where the player must locate home inside a sandstorm by following distant bell sounds.
• Built the gameplay around 3D audio direction, making sound the main navigation tool instead of visual guidance.
• Used fog and low visibility to create uncertainty while encouraging players to trust audio cues.
• Focused on simple movement so the main challenge stays centered on listening and orientation.
• Structured the experience as a short survival-like run against limited time.

• Players initially relied too much on visuals instead of sound
→ Strengthened bell direction and reduced visual certainty so listening became necessary.
• Fog made movement confusing in early testing
→ Tuned environmental visibility to keep tension without making navigation unfair.
• The Player was able to detect the house very easily
→ Instead of Static house placement, player would start in middle and house position was randomized on each gameplay.
This project taught me how powerful sound can become when it directly drives player decisions. I enjoyed designing a space where listening mattered more than seeing.
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