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.
Screen of other game concept:
VISAGE

FNAF

Milestone 1 (07.10)
- House layout (4h) A(5h)
- Introductory story and gameplay instructions (2h) A(1h)
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.
Screen of board sketch ↓

Screen of the house from unity ↓

Milestone 2 (14.10)
- UI (6h) A(7h)
- Bathroom layout (4h) A(9h)
- Menu UI Implementation
The user interface allows the player to start the game, resume, or quit. It is designed for clarity, simplicity featuring a minimalist dark aesthetic consistent with the game's horror tone. ESC toggles the pause menu, while scene transitions are handled between *MainMenu* and *GamingScene*.
UI video: 
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- Bathroom Layout Design
The bathroom represents the opening environment of the game, created using *ProBuilder* and the *Abandoned Asylum* asset pack. The materials were chosen to evoke a decayed, claustrophobic atmosphere.
Bathroom layout video: 
Milestone 3 (04.11)
- Jorge and Daughter Room (6h) A(3h)
- Game Controllers(5h) A(6h)
The development of the game has progressed better than expected. Initially, the goal for this stage was to have two completed rooms with basic game controllers implemented. However, I managed to go beyond the original plan.
All rooms in the house layout are now fully implemented and functional. The core gameplay systems — including player movement, camera control, interaction mechanics (doors, items, etc.), UI elements, and basic stat systems — are all working across the entire environment, not just in two rooms.
This means that instead of only having partial functionality in a limited area, the entire house can now be explored with all essential game controllers already operational. This puts the project ahead of schedule and provides a solid foundation for upcoming features such as events, hallucinations, sound cues, and advanced gameplay logic.
Video of the house design: Attach:HomeResult.mp4
Milestone 4 (18.11)
- Pills interaction (4h)
- Rework stress and sleeping bar (5h)
Pill Interaction Update
The pill interaction system has been successfully implemented. Pills can now be picked up by the player, triggering a screen-flash effect and correctly restoring sanity while increasing the future decay rate. The interaction works through the same system used for doors and other objects, keeping everything consistent and modular.
Video of pill interaction: Attach:Pills.mp4
Stress & Sleep Management Update
The stress (sanity) and sleep systems are fully functional. Both stats now decrease over time, with adjustable decay rates and clean integration into the UI bars. The sanity system also supports future triggers from darkness and horror events. The logic is stable, expandable, and ready for upcoming gameplay mechanics.
