3 O'clock Horror

Multi-platform survival horror experience featuring dynamic enemy AI and branching narratives.

At a glance

person team led
8
month production cycle
9
platforms shipped: Steam and Android
2
Role
Project Lead / Lead Developer
Year
2021
Team
Team of 8
Duration
9 months, plus a 3-month Android port
Category
Games Game Dev

About This Project

Led the development of a Lovecraftian escape-the-room horror title inspired by classic survival horror mechanics. Directed a team of eight through a full production cycle, from initial concept to multi-platform release on PC and Android. Engineered core systems including an inventory manager, state-driven puzzle logic, and a time-based enemy activation system.

Project Gallery

Technologies Used

UnityC#Android SDKAdobe SuiteGit

Engineering Challenges

  1. 01

    Cross-Functional Leadership

    Directed a team of 8 developers, artists, and sound designers. Managed the creative vision while maintaining strict scope control to ensure a polished release within a nine-month development window.

  2. 02

    Systematic Pacing & Level Design

    Engineered an enemy activation system that triggers based on player progression and time elapsed. Balanced map layout to reward speed-running while preventing exploit-based advantages, maintaining atmospheric tension regardless of player skill level.

  3. 03

    Interactive Narrative Systems

    Developed an extensible 'Narrative Typewriter' system that handled real-time story updates, environmental messaging, and persistent tracking of player status and puzzle state transitions.

Technical Highlights

Mobile Porting & Optimization: Managed a secondary three-month development phase focused on Android optimization. This included a total overhaul of the UI/UX for touchscreens and refactoring the inventory system to reduce draw calls and memory overhead on mobile hardware.

AI State Machine: Implemented a robust state-machine-driven AI for three unique enemy types, ensuring behavior patterns remained distinct and unpredictable across the game’s three possible endings.

Atmospheric Technical Art: Leveraged Unity’s rendering pipeline to create a high-fidelity 'creepy' atmosphere while maintaining consistent frame rates across low-to-mid-range Android devices.