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The Last Note

The Last Note

Role

Solo Developer

Type

Game Development

Tools

Unity, C#

Context

University Exam Project

The Last Note

First-person horror in Unity. Scope decisions came first. The atmosphere came from that.

PROBLEM STATEMENT

What is the minimum a first-person horror game requires to create genuine tension — when the developer is learning the engine from scratch under exam conditions?

HYPOTHESIS / BET

BET

Horror doesn't require complex mechanics. It requires controlled pacing and information asymmetry. If atmosphere (lighting, sound, environmental cues) is the primary design tool — rather than systems — a 5-minute experience can still create genuine tension.

DESIGN DECISIONS

Atmosphere Over Mechanics

Horror games fail when mechanics distract from dread. An inventory system or jump puzzle pulls cognitive attention away from the environment. With 5 minutes of content and Unity, building complex systems would have meant building them badly. Choosing atmosphere as the primary tool was a deliberate prioritisation decision, not a workaround.

Simple Puzzles as Pacing Tools

Puzzles in horror serve a specific function: they slow the player down in tense spaces, extending exposure to the environment. Complex logic puzzles shift focus to problem-solving and away from atmosphere. Simple puzzles — find this, place it here, unlock the next space — keep the player physically present in the world.

First-Person Perspective

First-person removes the psychological safety buffer of watching a character react. The player cannot observe 'a character' — they are in the space. For a short experience, this amplified tension without requiring additional content to be built.

WHAT FAILED

FAILURE

ROOT CAUSE

IMPACT

Narrative layer incomplete — setting exists but environmental storytelling was not built

First-person controller, lighting baking, collision layers consumed far more setup time than projected

Game functions mechanically but doesn't tell a story

Core mechanics finished late, leaving no time budget for polish

Underestimated Unity engine setup time

Player understands what happened procedurally, not narratively

OUTCOME & REFLECTION

The hypothesis held partially: atmosphere-first design did create tension with minimal mechanics. But tension without context — without a reason to care — fades quickly. A horror experience needs both. That is the gap I would close in a second version.

KEY TAKEAWAY

When learning a new tool under deadline, the first hour should produce the smallest possible complete thing — a room, a door, a trigger — not a full scope plan. I planned too much and built too late. This project taught me the difference between scoping and starting.

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