UNCALLED NIGHT

UNCALLED NIGHT

UNCALLED NIGHT

Escape the Horror Maze before the time runs out.

Escape the Horror Maze before the time runs out.

Escape the Horror Maze before the time runs out.

Man Smoking
Man Smoking

Year

2022

PROJECT TYPE

SOLO

GENRE

# FIRST PERSON ESCAPE GAME

DEVELOPMENT TIME

5 Days
GAME DESIGN PILLARS
GAME DESIGN PILLARS
GAME DESIGN PILLARS

1. Fear Through Limited Visibility
The flashlight controls what the player can understand, making darkness part of the tension.


2. Simple Exploration Under Pressure
The maze is designed so movement stays simple while time pressure creates urgency.


3. Uncertainty Creates Tension
Repeated spaces and unclear direction make players question where safety is.


4. Short Horror Impact
The experience is built to deliver fear quickly without relying on long progression.

1. Fear Through Limited Visibility
The flashlight controls what the player can understand, making darkness part of the tension.


2. Simple Exploration Under Pressure
The maze is designed so movement stays simple while time pressure creates urgency.


3. Uncertainty Creates Tension
Repeated spaces and unclear direction make players question where safety is.


4. Short Horror Impact
The experience is built to deliver fear quickly without relying on long progression.

ABOUT THE GAME
ABOUT THE GAME
ABOUT THE GAME

• Designed a first-person horror maze where the player must find an exit before time runs out while navigating an abandoned floor filled with lots of jump scares.

• Built the gameplay around flashlight-based exploration, making visibility and memory important for survival.

• Used maze structure and repeated room layouts to create disorientation and tension.

• Focused on short horror pacing where scares appear frequently to keep pressure constant.

• Kept movement simple so the player stays focused on sound, direction, and escape.

Man
Man
Challenges & Solutions
Challenges & Solutions
Challenges & Solutions

Maze navigation initially became frustrating instead of tense
→ Adjusted room flow so players could still feel lost without fully breaking progression.

Jump scares needed better timing to remain effective
→ Spread scare moments across different turns and spaces instead of clustering them together.

Darkness reduced readability in some areas
→ Balanced flashlight visibility so players could navigate while still feeling uncertain.

Man Smoking
In Game Screenshots
In Game Screenshots
In Game Screenshots
Final Verdict
Final Verdict
Final Verdict

This was my first horror-focused project, and it helped me understand how simple level structure and sound can quickly create tension. I enjoyed experimenting with fear through pacing and player uncertainty.

  • More Works More Works

Let'S WORK

TOGETHER

BASED IN INDIA

GAME DESIGNER

Based in India, I’m a Game Designer and storyteller focused on crafting immersive gameplay experiences, psychological horror worlds, and meaningful player journeys that connect mechanics with emotion.

Let'S WORK

TOGETHER

BASED IN INDIA

GAME DESIGNER

Based in India, I’m a Game Designer and storyteller focused on crafting immersive gameplay experiences, psychological horror worlds, and meaningful player journeys that connect mechanics with emotion.

Let'S WORK

TOGETHER

Based in India, I’m a Game Designer and storyteller focused on crafting immersive gameplay experiences, psychological horror worlds, and meaningful player journeys that connect mechanics with emotion.

Let'S WORK

TOGETHER

BASED IN INDIA

GAME DESIGNER

BASED IN USA, I AM AN INNOVATIVE DESIGNER AND DIGITAL ARTIST. MY PASSION FOR MINIMALIST AESTHETICS, ELEGANT TYPOGRAPHY, AND INTUITIVE DESIGN IS EVIDENT IN MY WORK.

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