Posted December 05, 2025 by Slowfeet10
Lighting
For my lighting I went with a pretty simple approach, because my player is exploring a house at night, everything is super dark, I do have dim lights spread throughout the level to make things able to be seen but for the most part it is super dark. I did however add a flashlight the player could use to see their way around the map.
Materials
For my materials, I used a variety of different ones. All of most of which came with the asset packs i used to build the level. By reusing these in different areas I was able to get the same feel through out the level. I also used several different emissive materials throughout the level to not only help build the tone, but they also helped show my post processing
Audio
For my audio I decided I really wanted to focus on the creepiness of the ambience. Between the howling wind, or the footsteps of you parent in the distance. I also used a light fire outside to help build a (false) sense of security, little does the player know this is your dads favorite spot
VFX
For My VFX, I decided to keep it relatively simple, partly because I had some file size issues. and partly because I didn't think it too many VFX fit the tone and feeling of my game. With that being said I did make two that I was very proud of 1. being the snow you can see in the audio video and another being a confetti system that shoots off when you win the game. I also did add in a fire effect
Post-Processing
Post processing was where I really set the tone of my game. The main thing i did with it was really hammer in the darkness. The main setting I changed for this was the auto exposure eye adaptation setting. Disabling this setting make it where the engine does not auto adjust the brightness of the level in order to make it remain dark through out. I also added bloom to the lights. I feel this allows the player to really feel like they just woke up. Especially when they are outside
UI
This is sadly where my game takes a hit. I had trouble fining UI assets that I liked. I did settle on some but they remain pretty bland if I am being honest. I truly just ran out of time and wanted to make sure that my gameplay was good and bug free. That being said, one risk i did take with the UI was leaving off the compass. I truly did not feel like this fit the vibe of my game. Especially with my key spawn being random. I think the eeriness comes from the player roaming around in the dark trying to find their way on their own.
Personality and Originality
For personality and originality the main thing i want to highlight is the idea of the game itself. In this game you are a kid trying to sneak into your dads office. while trying to avoid him at all costs. To help drive in the fact that you are a kid, I made everything in the house bigger than they normally would be. this helped create the illusion of you being small. I also purposefully did not decorate the office. I think this helps bring in a kids train of thought. Most kids want to do this like and adult does but when they finally get to do it they realize how boring it really is. I feel is show this with a super bland office space, the space you spend the whole game trying to get to.
Here is me playing it!