
I set up the player character with specific dimensions to reinforce that child’s perspective – kept the camera height low and the collision capsule narrow enough to navigate those tight spaces between furniture. The thin hitbox lets players walk freely instead of being too restricted in where they can go, the room is restrictive, but I still want it to feel like they are free to explore, which adds to that sense of being small in this space. The first-person camera has a subtle head-bob animation which adds a small sense of realism during movement.
I opted against using motion blur because it would detract from the aesthetic I think, maybe I’ll consider it after some further experimentation but for now it’s not a feature in the camera system. I initially had a field of view, set to 60, but I ended up also removing that.


Given this is a videogame, I have a lot of control over how I want the character to move around the scene. I want to showcase all the elements that make up the environment and so had to create a balance between what a player would/ could do in the level and also show everything I’ve been working on.
I wasn’t able to import and apply sound cues in time for submission, so I opted to add audio in post:

The footsteps on wooden floor is self-explanatory, the plastic bag I actually used for the curtain pulling sound effect, I slowed it a little and reduced the pitch somewhat – it turned out great!
Running on grass was used for the outdoor running scare, I added bass to that and pitched it down also. The atmosphere sound effect was really loud and so I reduced the gain, lowered the pitch and had it loop in the back, it really helped break up the emptiness that was there beforehand. “Drone June” I used for the plushes when they look at the camera, and the other sound effects I sprinkled in just for extra effect. These were all sourced from pixabay.
I made the sound effect above by combining a creaky door sound effect from pixabay (that I slowed down) and cracking sound effects I got from the same site.
I actually made this sound effect myself! I then pitched it down, added bass, slowed down the footage. I did the banging noises in the same sample. The monster noise is literally just me making weird noises into my mic and reversing it.