Interpreted and reconstructed the structural layout of the official Slenderman map within Unity. Designed a deliberate navigation flow, carving out winding paths through dense foliage to guide player exploration. Strategically positioned landmarks—such as the abandoned camper—to balance open-world vulnerability with claustrophobic dead ends.
Utilized targeted props like the isolated camper landmark to anchor the horror narrative directly within the environment. Integrated real-time flashlight shadow-casting to distort player spatial awareness, layering this lookdev with an adaptive full-screen static noise shader and spatialized audio that intensify dynamically as the AI predator closes in.