The Dreaded Descent
Exploring Player Immersion and Fear in a Horror Game Prototype Developed Using Unreal Engine 5
Overview
This survival-horror game prototype was developed in Unreal Engine 5 to explore how game elements such as lighting, sound and enemy AI can create a sense of fear and suspense. The game is set in an abandoned school at night, where the player focuses on navigating a dark, eerie environment, while evading detection from Ei’thela: The ghost of the school. The player is provided with a dual-light system, to navigate the darkness while balancing between visibility and stealth to survive.
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Role: Designer, Developer and Researcher
Tools used: Unreal engine 5, Blueprints, FL studio (Sound design) and AI behaviour trees.
Status: Prototype
Core Gameplay Mechanics
The following mechanics were implemented to make the game an immersive yet challenging experience.
Dual-Light System
The game features a dual-light system, which was implemented using unreal engine lighting and blueprint mechanics. This mechanic forces players to strategically toggle between the torchlight and a UV light. The torchlight offers high visibility but increases the risk of enemy detection, while the UV light reduces visibility but allows for a stealthier gameplay.

Torch light: Bright light which allows for greater visibility but increases a higher chance of detection.

UV light: Dimmer light, lower visibility but allows for stealthier navigation.
Enemy AI and detection
The enemy patrols the environment, reacting based on both light exposure and player proximity. If the player’s torchlight enters the enemy’s line of sight or they come too close, the enemy begins chasing the player.
The AI was designed using Unreal Engine’s AI behaviour trees and blueprint for logic, which was programmed to be triggered by either light based visibility or proximity. Post detection, the enemy AI will pursue the player until the player escapes the line of sight for hides for a specified duration.

Player health system
The player's health is limited in the game, where the UI includes on-screen visual effects to indicate damage in the form of blood. Player health regenerates outside combat, with time.

Technical Implementation
Blueprints
The game mechanics and AI behaviour tree was built using the Unreal Blueprint system, a visual scripting tool that allows for complex game logic without additional programming.
Light-based detection: I used the LineTraceByChannel and GetDistanceTo nodes to implement the enemy’s reaction to the player's light sources and proximity.
AI Behavior: Managed through AI Behavior Trees and Blueprint nodes such as OnSeePawn, allowing the enemy to detect and pursue the player.
Player Health: Health regeneration and damage effects were handled through Blueprint functions like Set Timer by Event and Set Scalar Parameter Value for UI changes.
Sound Design
The sound was obtained from a nocopyright sound track in Youtube, and was modified in FL studio to create a shrilling detection sound, which adds to the game tension and a jumpscare effect.
Design process and Iteration
While no formal research was conducted, multiple informal playtesting sessions provided valuable feedback, which helped fine-tuning the difficulty, lighting balance and AI behaviour.
Lighting Adjustments: After initial playtests, the brightness of the torchlight and UV light were adjusted to create a better balance between visibility and risk.
Difficulty Balancing: The enemy’s detection radius and speed were modified based on player feedback to ensure a fair challenge.
Bug Fixes: Issues with enemy pathfinding and player health regeneration were identified and resolved through testing.
Reflections
Working on this project led me to understand the technical and psychological aspects of horror game design. Working with Unreal Engine Blueprints allowed for a creation of an immersive and responsive game without traditional coding. Through user feedback, I gained a deeper understanding of player psychology, especially regarding how fear and suspense are influenced by light, sound, and gameplay mechanics.
While this project was developed as a hobby project, it wasn't a part of any formal coursework. However, this project led me to understand the interaction between players and videogames, offering comprehensive insights in Human-Computer Interaction in games.