Run from Unknown is a first-person survival horror experience developed in Unity to explore the principles of atmospheric design, environmental storytelling, and player-driven tension.
The game places players in the role of an unnamed protagonist who awakens in a dark, decrepit abandoned house, unaware of how they arrived. As they explore the decaying corridors, solve environmental puzzles, and encounter unsettling events, they gradually piece together the truth behind their confinement. The game focuses on psychological tension and environmental storytelling rather than direct combat, encouraging the player to survive through observation, exploration, and problem-solving.
The project was developed as part of an independent study in game design and development, aiming to explore how atmosphere, pacing, and player perception can evoke fear and curiosity within a confined, interactive space. The goal of this project was to demonstrate proficiency in game design, programming, and production workflows, while focusing on immersion through sensory limitation and narrative ambiguity.
This case study documents the development journey — from conceptual design and technical implementation to challenges, iterations, and key insights gained during production.
The design intent behind Run from Unknown was to create a focused horror experience with an emphasis on immersion and subtle storytelling. Instead of relying on jump scares or explicit threats, the game aims to build psychological tension through isolation, lighting, and sound design.
Players are constantly uncertain about what lurks beyond their limited flashlight beam — an intentional design choice to heighten vulnerability and curiosity.
Core design goals included:
The game’s design philosophy was guided by the principle that “what is unseen is often more frightening than what is visible.” This concept shaped every aspect of level design and pacing.
The development of Run from Unknown followed a prototype-first iterative workflow, emphasizing player experience testing and environmental feel.
Development began with the creation of a mood board and lighting test scene to capture the desired tone — claustrophobic interiors, subtle light flickers, and damp, decayed textures.
Using Unity’s High Definition Render Pipeline (HDRP) and volumetric fog, the visual foundation established an eerie, oppressive atmosphere that guided subsequent design decisions.
Art assets were developed in Blender, Substance Painter, Quixel Megascans, focusing on a grounded and decayed aesthetic. The textures and materials were deliberately desaturated to reinforce a sense of abandonment.
There are numerous systems that contribute to the overall structure of the game, but some of the most important include the following:
| System | Purpose | Key Features |
|---|---|---|
| PlayerController.cs | Handles movement, input, and stamina management | Smooth camera rotation, head bobbing, crouch/sprint control |
| InteractionManager.cs | Manages raycast interactions with objects | Modular, reusable, minimal UI prompts |
| EventManager.cs | Controls scripted scares and triggers | Uses UnityEvents for flexibility |
| AudioManager.cs | Mixes ambient layers and effects | Supports real-time spatial adjustments |
| LightingManager.cs | Adjusts global light intensity and effects | Supports flicker, dimming, and transitions |
This modular architecture allowed isolated testing of each subsystem without introducing dependencies.
Lighting was central to Run from Unknown’s identity. Using Unity’s real-time lighting and shadow casting, I emphasized contrast — areas of harsh brightness adjacent to deep blackness.
A flashlight system was implemented with:
Additionally, a global lighting curve shifts dynamically based on story progression — as the narrative grows darker, so does the world.
The antagonist in Run from Unknown is rarely seen — a deliberate design choice. Instead of direct combat, the game features:
The AI system was designed using a lightweight state machine with patrol, investigate, and pursue states, adjustable via ScriptableObjects for tuning behavior difficulty.
| Challenge | Description | Solution |
|---|---|---|
| Balancing Performance and Atmosphere | HDRP and real-time lights caused frame drops in dark interiors. | Optimized light culling, baked secondary lighting, and reduced reflection probe updates. |
| Maintaining Fear Consistency | Overuse of scares reduced tension. | Designed pacing curve — alternating silence, tension, and release phases. |
| AI Predictability | Early prototypes felt too mechanical. | Introduced randomized patrol paths and audio cues to simulate unpredictability. |
Through iterative testing, each system was fine-tuned to serve immersion without compromising gameplay flow.
Testing focused on player psychology — observing how individuals reacted to darkness, pacing, and sound.
Adjustments made based on testing:
This process emphasized the importance of sound timing and visual rhythm in sustaining tension.
Developing Run from Unknown provided crucial insights into horror game design:
These lessons reinforced the value of integrating sensory design and gameplay logic to create cohesive emotional experiences.
Potential future developments include:
These improvements would elevate Run from Unknown into a more complex, reactive horror experience.
Run from Unknown – First-Person Survival Horror stands as a compelling example of emergent atmosphere through design and technology
The project demonstrates my ability to:
Through Run from Unknown, I deepened my understanding of how lighting, sound, and player vulnerability combine to create meaningful fear — not through spectacle, but through imagination.
This project represents both a technical achievement and a study in interactive emotional design, showcasing my growth as a game developer and storyteller.