Technical Production
Systems created to turn the
nightmare into a playable experience.
This section presents the main systems,
tools and development areas built or configured during production. The goal is to show the
project as a complete development case, not only as a released game.
01
Artificial Intelligence Systems
Thirteen monsters were configured with individual behavior
patterns, speeds, perception rules, difficulty levels, sounds and game over logic.
- Behavior Trees
- AI Perception
- Patrol and chase states
- Sound detection
- Progressive enemy release
02
Gameplay Systems & Mechanics
The game was structured around time progression, tasks, sanity,
skills, puzzles, escape logic and escalating difficulty from 22:00 to 06:00.
- Task System
- Skill System
- Sanity System
- Puzzle System
- Escape System
03
Character Systems
The player controller was built for a first-person horror
experience, including movement, interaction, camera behavior and animation compatibility.
- First Person Controller
- Sprint and jump
- Camera setup
- Interaction logic
- Epic Skeleton workflow
04
Animation Pipeline
The animation pipeline used Unreal animation systems,
retargeting, Mixamo assets and manually created jumpscare moments for specific encounters.
- Animation Blueprint
- Blend Spaces
- Animation Montages
- Retargeting
- Custom jumpscares
05
Environment & Level Design
The school map was designed with exploration, secret passages,
environmental storytelling and difficulty variations that change tasks, monsters, puzzles
and routes.
- School environment
- Secret passages
- Exploration flow
- Horror pacing
- Difficulty variations
06
Lighting & Visual Effects
The visual identity was built with manually adjusted horror
lighting, atmosphere, post-processing and real-time rendering features inside Unreal Engine
5.
- Lumen
- Dynamic lighting
- Atmospheric effects
- Post Processing
- Horror composition
07
UI & User Experience
The complete interface was created for the project, including
menus, HUD elements, tutorial flow, settings, credits, win screen and game over screen.
- Main Menu
- HUD
- Pause Menu
- Settings
- Loading and end screens
08
Audio & Horror Atmosphere
The audio setup used spatial sound, monster-specific cues,
footsteps, breathing, environment sounds and random horror events to increase tension.
- 3D Spatial Audio
- Monster sounds
- Footsteps by surface
- Ambient audio
- Random sound events
09
Optimization & Performance
The project went through strong optimization, reducing an early
prototype of approximately 25 GB into a published version of approximately 800 MB.
- LOD
- Texture optimization
- Mesh optimization
- Rendering optimization
- Packaging optimization