A first-person psychological horror game made in Unity 6. It started as a class project and ended up being something I'm genuinely proud of. I was the only Unity developer on the team, so everything in-engine was on me — every room, every system, every interaction. Made with a small team and released on itch.io.
What I built
- The entire interaction system — two core scripts (
PlayerInteractor.cs/Interactable.cs), an enum-based type system with nine interactable types, and raycasting UI feedback - Multi-state door logic: locked, jammed, lantern-gated, and dynamically rerouting based on progression flags
- Dialogue system supporting both collision-triggered and script-called text
- Enemy AI (
TimothyAI.cs): locked-axis movement, smooth rotation, activation gating, gun-raycast defeat detection - Two complete ending sequences (Padded Room and Hospital) with player control lockouts, camera clamping, and canvas fade transitions
- A
ScreenFadersingleton for screen-fade teleportation, used throughout the game - The final door cutscene via coroutines: spawning, player speed, light animation, door rotation, AI activation, chase music — all timed together
- All sound design implementation with positional audio and coroutine-timed sequences
- Room blockout in ProBuilder plus per-room triggers, state flags, and model swaps