The project I have dedicated the most time and effort to is

BEHIND

THE CLOSED EYES

Close your eyes. That's when you can see it.

3D HORROR - UNITY - SINGLE PLAYER - IN DEVELOPMENT

CONCEPT

Behind The Closed Eyes is a 3D horror game
built around one simple idea:

“If you open your eyes, you can't see it.”

Something is haunting you, but it can only
be seen when your eyes are closed.

CORE MECHANIC
PLAYER
EYES OPEN
GHOST HIDDEN
NAVIGATE
EYES OPEN

Ghost is invisible

EYES CLOSED
GHOST VISIBLE
IDENTIFY
THREAT
EYES CLOSED

Ghost become visible and player
able to locate the Ghost

The ghost has five different states:

1. Roam
The ghost roams around the map until it detects the player.

2. Chase
When the ghost detects the player, it enters the Chase state and starts pursuing them.

3. Threat
When the ghost gets close enough to catch the player, it enters the Threat state. A short timer gives the player a final chance to escape before the ghost attacks. If the player manages to escape during this state, the ghost enters the Reaching state. However, if the player fails to escape before the timer runs out, the ghost immediately enters the Attack state.

4. Reaching
After the player successfully escapes the Threat state, the ghost enters the Reaching state. The ghost becomes more aggressive, gaining increased movement speed and a wider attack range. This state makes future encounters more dangerous and significantly reduces the player's chances of escaping again.

5. Attack
When the ghost successfully catches the player, it enters the Attack state, causing the player to die.

GHOST
on process

documentation of ghostAI

GHOST

An entity that cannot be perceived while the
player's eyes are open

Chase

Pursue The Player

NavMesh movement

Roam

The ghost wanders around the map while searching for the player.

Threat

Creates a short danger window

Jumpscare opportunity

Attack

End the encounter

Instant death

Threat

Creates a short danger window

Jumpscare opportunity

WORLD

For the level design, I used the Pascasarjana building as a reference, covering the ground floor, first floor, and second floor. The layout was adapted to fit the gameplay and atmosphere of the game.

ground floor

ground floor

ground floor

first floor

ground floor

second floor