In this post I want to outline some research I’ve conducted in order to get a clearer image of what I want to create.


I chose some elements I like and want to build upon
- Having drawings/ paintings on the walls both adds visual complexity and can also be a storytelling resource. Perhaps using them as a mechanic or just a way to lead the eye towards important subjects could be beneficial.
- A clock could be a useful object to have in order to represent time. The absence of one is also an interesting concept, I like how in FNAF 4 we see a digital clock that doesn’t even work, which has symbolic implications regarding the story.
- Toys strewn out on the floor both adds ambiance and could be used as a game mechanic. The toys having eyes here is something I may want to implement into my project, the eyes can be used to draw attention or to unsettle.
- In Five Nights at Freddy’s 4, the closet is a game mechanic and requires you to check it periodically in order to progress without getting a game over. I, however am considering having a red herring of sorts, with an inaccessible closet that is slightly ajar that prompts the player/ viewer to give it undue attention.
The light source here is from the player, a flashlight is pointed where the character looks, and there aren’t other light sources.

Silent Hill 4 – The Room uses the protagonist’s apartment as a disturbing, claustrophobic environment. The player will initially see it as a safe space but over time realises that it is actually very unsettling and even hostile.

The game’s haunted items (e.g., the doll, bloodstains) represent a slow build-up of dread. In my game, augmenting “Burlap Friends” toys with minor, eerie movements or unsettling noises can reinforce their presence. A slight twitch or a sudden tilt can keep players constantly on edge.