Withdrawal
First-person psychological horror
One night, one apartment, no combat and no jump scares — dread is built entirely from atmosphere. I designed the systems behind it: a data-driven horror-event engine, a fear model that modulates lighting, audio and visuals in real time, and progressive VHS/lo-fi decay.
- Role
- Architect · narrative design · systems
- Stack
- C#Unity 6 (URP)ElevenLabs
- Platform
- Steam
- ·Data-driven via ScriptableObjects
- ·EventBus decoupling · no direct system references
- ·SOLID · one responsibility per script
- ·Scene-portable systems
- ·Idempotent editor tools (safe re-runs)
- ·Runtime singleton discovery
- ·Reusable per-scene setup helpers