Together with a friend, I’m developing an indie 2D horror walking-simulator built in Unity, focused on atmospheric exploration and narrative discovery through environmental storytelling and readable in-world text. The project is currently in the prototype stage, with a couple of playable locations implemented so far.
One of the main technical challenges has been designing a flexible 2D environment system that supports smooth atmospheric transitions between locations while keeping performance stable - balancing lighting, camera behavior, and pacing to build tension without relying on jump scares or heavy scripted events. I’m also working on structuring the codebase early on (clean architecture, modular systems) so that new mechanics and story content can be added later without needing to rework core systems.
Since it’s just the two of us, a big part of the process has been finding efficient workflows - deciding what to prototype quickly versus what needs solid architecture from the start, and iterating fast based on what actually feels right when playtesting.
- App Designer
- Game Composer
- Game Developer
- +2

