- Role
- Lead Designer
- Year
- 2025
- Genre
- Atmospheric Horror
- Engine
- Unreal Engine 5
- Status
- In Development
A first-person psychological horror built around sound and the absence of it. The station's audio is the enemy; players learn to fear quiet more than noise.
The problem
Horror leans on jump scares that stop working the second players adapt. The challenge was sustaining dread across a three-hour runtime without a single cheap pop.
The design
Dread is paced through silence. An adaptive audio system tracks player tension and pulls sound away at the worst possible moments, turning quiet into the primary threat signal.
What I did
Contributions
- 01Designed the adaptive silence system and tension model
- 02Greyboxed and iterated all nine station sectors
- 03Authored environmental storytelling and prop language
- 04Ran six playtest rounds and rebuilt act two from the findings
Unreal Engine 5BlueprintsWwiseHoudiniMiro
Captures