

Level & Design Philosophy
When I started designing Chase the Light, I wanted the player to feel constantly exposed. Instead of relying on enemies, I built the tension around a simple idea: light is safety, darkness is danger.
My thinking was that fear often comes from uncertainty and limited visibility. By letting darkness slowly close in on the player, I could create pressure without overwhelming them. Light became more than illumination. It became relief, a goal, and a moment to breathe before moving forward again.
I tried to pace the level like a rhythm, moving between stress and relief. Each safe zone acts as a pause in that rhythm, giving players just enough comfort to continue into the unknown.
Download the game here.
Level Design
While building the level, I focused on guiding the player without obvious markers. Since visibility is limited, I used lighting, silhouettes, and environmental contrast to hint at where to go next.
I integrated physics-based puzzles directly into traversal because I wanted interaction to feel grounded in the world rather than separate from it. Moving objects, activating platforms, and finding paths between light sources all support the central idea of survival through movement.
I also explored verticality by adding walkways and moving platforms. My intention was to make the space feel layered and believable, while giving players moments of vulnerability when moving between heights in the dark.
Learn more about my overall level design process here, or click “Read more” on the images for an in-depth explanation of the design.

Game Design
From a gameplay perspective, I wanted every decision to feel slightly risky. The vignette system that closes in during darkness forces players to plan their movement between safe zones. It is not about difficulty. It is about tension and urgency.
I added hazards like electrical zones and stun effects to create spikes in stress, but always with clear visual and audio feedback. My goal was fairness. The player should feel afraid, not confused.
Interactions such as disabling hazards or activating platforms were designed to give players small victories. In a horror setting, even minor control can feel empowering.

Technical Workflow & Scripted Events
Technically, I approached the project as a collection of modular systems that support the core experience. I built scripts for darkness detection, safe zones, hazard triggers, and interaction feedback so I could iterate quickly on pacing and difficulty.
For example, the vignette system allowed me to fine-tune how long players could survive in darkness, directly shaping tension. Jumpscare triggers, moving shadows, and timed audio cues were added carefully, not to overwhelm, but to reinforce the atmosphere.
Using Unity’s UI Builder, I created menus and tutorial pop-ups to communicate mechanics without breaking immersion. Throughout development, I continuously adjusted lighting, VFX, and sound to ensure the mood supported the gameplay rather than distracting from it.





