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Case Study · 04 / 05 Oct 2019 — Dec 2019

Flashlight

Role
Game Designer · Level Designer
Context
NYU Game Center (2019 Halloween)
Engine · Genre
Unity · Top-Down Survival Horror
Link
Itch Page ↗
Flashlight gameplay

Overview

Flashlight is a top-down survival horror game built in Unity. The central conceit is a mechanic that punishes sight — the flashlight attracts monsters, forcing players to weaponize darkness to survive.

Featured in the NYU Game Center 2019 Halloween Showcase. The dynamic field-of-view system — rendered mesh, real-time targeting, layered audio — is the beating heart of the project.

Contributions

  1. Puzzle and level design — circular layouts with non-linear paths.
  2. Dynamic field-of-view — mesh-based sight that detects and handles targets in real time.
  3. Atmospheric audio implementation — ambience, interaction cues, monster vocals.
Chapter 01

Level Design

Level design

Abandoned house · top-down plan

Tight, looping spaces

Abandoned house — tight, confined spaces that force decisions. Circular layout — natural, non-linear paths that loop back on themselves.

Wires as visual guides and puzzle clues — follow the cable, find the answer.

Chapter 02

FOV Implementation

FOV system

Cone mesh · real-time occlusion

Mesh-based sight

Initialization — view angle and mesh creation. Real-time visualization — sight area rendered as a dynamic mesh.

Target identification within the cone of view. Status updates whenever targets enter or leave visibility.

Chapter 03

Audio Design

01 · Ambience

Background Depression

02 · Interaction Cues

Door closes

Light torch open

Locked

Player footstep

03 · Monster Vocals

Monster roar 1

Monster roar 2

Horror in the ear

Horror lives in the ear, not the eye. I layered ambience, interaction cues, and monster vocals so the soundscape could do most of the scaring.

Three channels stack on top of each other: the dread bed, the player's own sounds (door, torch, lock, footstep), and the monster's vocals — each tuned so players learn the creature through hearing before ever seeing it.

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