Horror House

A first-person prototype set in an ordinary early-2000s family home, where the dread comes from familiarity, sound and small interactions instead of jump scares.

Role
Solo developer
Discipline
Game, 3D
Year
2025
Tools
Unity, C#, Blender
A dim lounge room lit by a single ceiling light

The house is meant to feel like somewhere you’ve been: a TV showing static, a fan in the corner, a half-eaten bag of chips on the coffee table. Nothing jumps out. The tension comes from how quiet and normal everything is. I built the environment, the 16 props in it, the interactions and the audio.

Interactive props, with sound on.

Everything you touch responds

The TV, game console, fan, light switches, fridge, doors and seating all react with an animation and a sound. Doors can be locked and need a key, which sets up the kind of gated exploration horror games depend on. The first-person controller is tuned for slow, careful movement, with footsteps that change with the surface underfoot.

A locked door, a key, and a reason to explore.

The lounge room in low light, with the TV showing static

What I’d change

I built the house before the game. The environment and interactions hold up well, but without a core loop there was nothing for them to serve. Next time, I’d prototype the loop first and dress the space around it.