SognInsonni
Valerio Aliberti
The project is a 3D psychological horror game set in a haunted house, where the player embodies a person suffering from psychological disorders that cause visual and auditory hallucinations. The goal is to survive the night by keeping heart and mind stable, interacting with objects and the environment to reduce stress. Hallucinations and unsettling events intensify as stress rises, creating constant tension. The gameplay focuses on exploration and managing mental and physical states rather than combat.
Given my limited experience with 3D modeling and game development, the project will focus on a manageable scope.The project will be developed using Unity, which will allow for easy implementation of 3D environments, interactions, and basic gameplay mechanics suitable for an indie project. The development plan follows a gradual and realistic approach: first, I will build a simplified environment, modeling basic rooms, corridors, and key objects to create an immersive atmosphere without overcomplicating the design. Then, I will implement basic game mechanics, such as stress management, simple object interaction, and hallucinations, integrating them into the environment. Lighting, textures, and sound will be added step by step to enhance the tension. The project will conclude with testing and refinement, keeping the focus on a small but cohesive and playable experience.
Milestone 1 (05.03)
- House layout
- Introductory story and gameplay instructions
In the first week, the goal is to establish the foundation of the game without starting 3D modeling or programming. The house layout will outline the main structure, including rooms, corridors, doors, and key points for objects or events, providing a functional reference for future level design. At the same time, the introductory story will present the character, their psychological condition, and the setting, while explaining the basic rules and main objective: surviving the night by managing stress and interacting with the environment. These activities create a clear direction for both the narrative and the environment before moving on to technical development. This phase also includes documentation and research. I will study games like Visage and Five Nights at Freddy’s, as well as horror films such as The Haunting, Hush, and It Follows, to understand how atmosphere, pacing, and tension are created. These references will help guide decisions for level design, environmental storytelling, and the psychological impact of gameplay, providing inspiration and a clearer direction for the project.
Milestone 2 (19.03)
- ...