EST. 2023
CASE STUDY // FIRST-PERSON HORROR GAME

Slenderman: Sins of the Garrison (2022)

SITUATION & TASK

Developed as a collaborative academic course project. The objective was to recreate the classic Slenderman survival-horror experience. The design challenge was to translate the layout of the official game map into a cohesive, optimized 3D environment inside Unity, mapping out structured paths that support exploration while facilitating terrifying AI predator behavior.

ROLE & SYSTEM

Co-Developer & Lead Environment Designer. Orchestrated the complete world-building pipeline—including custom terrain sculpting, foliage/tree painting, and asset layout. Directed the game's overall lookdev, lighting setup, and spatial sound design, while partnering on core systems integration like the AI navigation mesh and main menus.

TECH STACK

Unity, 3D Terrain Tools, Foliage & Asset Placement, Spatialized Audio Design, Horror Lighting Lookdev, AI Navigation Layout, Environmental Storytelling.

PROJECT INFO

Duration: 1 Academic Semester.

Context: Advanced Unity & Game Design Course.

Try it yourself: Link for Download


* Click and drag the slider to compare 2D map with 3D environment

From 2D Blueprint to 3D Level Design

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.

Environmental Storytelling & Suspense

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.