THE BOX
- Genre: Cosmic Horror, Puzzle, FPP
- Engine: Unity
- Development Time: 5 days
- Team size: 1
A horror game where you are trapped in a complex with a cosmic box chasing you, and must find your way out to survive

In this project I did everything myself. From programming, to creating the UI, and setting up the sounds/AI etc. in the scene. I also played around with post processing to help create an eerie atmosphere and make the box seem scarier/more mysterious than it is.


This game was part of a mini-jam, where the topic was “scariest box”.
– Post processing
The atmosphere was really important to get right in this small game, as nothing is really scary about the concept of a box chasing you. So I needed to really amplify the post processing and make it seem like the world is bending in on itself/warps as the box gets closer to the player (using panini projection/lens distortion primarily). The red color-palette also helped signify danger, and made the world seem like something other than an empty building.


– Sound design
Another thing equally as important was the sound design. Here I wanted it to have a metallic and uncanny feel to it, while also appearing to have “a pulse”. This music near the box is what the player hears if they get too close (also main menu music):
Originally this music was nothing more that a sound-clip of a submarine underwater getting closer and closer. But after messing with the equalizer (and distortion), it makes the box have a creepy and horrific presence.
The other music I want to highlight is the intro music:
The slow build-up in the music along with the pulse-like rhytme that is present in the other sound-clips, makes it a perfect fit for the intro-sequence. It works as a warning – telling the player to get ready.
Doing this project, I learned a lot of new things. This includes:
- Post processing (global/local)
- Sound mixing (filters/equalizer etc.)
- Lighting (baked, reflection probes)
- Nav-mesh agent setup
In relation to improvements, I want to…
- Get better at implementing smaller features that improve the UX. Like skippable cutscenes, more customizable settings, randomization (in terms of dialogue, spawn points and so forth)
- Release more games like this – even with a small/simple concept
