

THE STALKER
Overview
Platform :
PC
Engine :
Unity 3D
Language :
English
Team size :
1
Role :
Game Designer, Level Designer, Programing, VFX & Art
GENRE :
Survival Horror
PITCH :
Enter a haunting forest, shrouded in an eerie ambiance.
On a camping trip, your mission is critical : secure eight crystals while evading the pursuit of the Stalker. Survival demands your wits and stealth in this ominous wilderness.
Objectives
For this personal project, my primary aim was to apply the spectrum of skills I had acquired throughout the year, including 3D design, programming, and various other disciplines.
I embarked on this project with the intent of not only gaining practical experience but also of delving into the difficulties of each domain. By doing so, I sought to maximize the potential of my year's worth of learning and growth.
What I decided to do
In this game, I've chosen to center on one captivating aspect: object collection, drawing inspiration from Slender Man's games. I've concentrated on enhancing gameplay by refining AI, perfecting camera mechanics, and ensuring seamless object collection.
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Furthermore, I've capitalized on the opportunity to apply and refine my burgeoning 3D skills by crafting an environments for the game. While these environments may not yet achieve perfection, they serve as a testament to my ongoing growth and progress in the realm of 3D design.

WALKTHROUGH

ROLE
Game Design
In pursuit of a thrilling gaming experience, I centered my design around a simple yet compelling mechanic: collecting a precise number of crystals. This singular objective required players to focus on a precise goal.
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To differentiate from Slender Man and enhance the horror genre, I introduced dual cameras to instill fear. With the looming presence of an entity, players constantly felt the need to watch their backs, heightening the tension. Strategically switching between cameras added an intriguing twist, intensifying the suspense and contributing to the unique horror atmosphere.
Level Design

Forest Creation :
Utilizing a sophisticated system, I crafted diverse forests with varying tree types, densities, and terrain features to provide an immersive backdrop for the game.
Strategic Layout :
Despite the automated forest generation, I meticulously planned the placement of obstacles, landmarks, and paths to guide players effectively. Each level boasted a unique layout to maintain the forest's allure.


Crystal Hunt :
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Rather than randomly scattering crystals, I strategically positioned them to encourage exploration and problem-solving. Each crystal's location was chosen to challenge players' observation skills, transforming the collection into an engaging puzzle.
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Programming
Creating the forest was a significant undertaking, heavily reliant on the assets I developed and detailed programming.
Working with the landscape involved programming features to seamlessly integrate the forest with mountains and various terrains. This included adjusting tree placement and density to ensure a natural and realistic appearance.
Additionally, implementing smart AI was crucial. I crafted a simple yet effective AI that followed the player, maintained a safe distance, and reacted appropriately when detected. This involved coding behaviors such as path following, distance measurement, and event triggering based on player actions.
These coding intricacies were essential for achieving a visually appealing forest, smooth character movement, and engaging AI interactions, ultimately enhancing the game's polish and enjoyment factor.
Art
I meticulously crafted essential forest elements such as rocks, trees, and grass, ensuring diversity to enhance the overall forest design. Introducing variations in tree types added depth and richness to the environment, elevating the visual experience.



Designing and creating the campsite atmosphere involved careful arrangement of elements like tents and logs to convey a sense of realism and warmth. Beyond serving as a safe haven, the campsite contributed to the game's narrative and ambiance, enriching the player's experience.


The creation of the unsettling spider character required meticulous attention to detail, particularly in refining its appearance, size, and texture. Every aspect of its design was carefully considered and crafted to evoke a sense of unease and trepidation in players, ensuring that encountering the spider would be a truly memorable and chilling experience.
These art elements synergized to create a visually captivating game world that not only enriched the narrative but also enhanced the forest adventure, immersing players deeply into the gaming experience.
