Phantom Flash

About the Project

Embark on a unique horror puzzle adventure. In this game, you will follow the clues in your investigation note and use your camera to explore the mist-covered house. Encounter eerie events and face terrifying spirits in your quest to uncover the truth. Can you survive the mystery and defeat the evil forces lurking within?

A submission to the NUGDS Winter Jam 2025, hosted by the Newcastle University Game Dev Society. Ranked 1st among 8 entries.

Genre: 3D, Horror, Puzzle

Engine: Unity

Platform: PC

Team Size: 5

Screenshots

Game entrance scene
Dark hallway scene
Red hallway scene
Kitchen scene
Game ranking page

Role(s) and Responsibilities

Gameplay Programmer

  • Implemented multiple puzzle mechanics.
  • Developed UI system including Start Screen, Pause Menu, and HUD interfaces with UGUI.

System Designer

  • Designed core gameplay loop and interactive experience balancing exploration/puzzle pacing.
  • Crafted all in-game puzzles with progression balancing and contextual feedback.
  • Designed UI components for pause menu and HUD.

Game Design Highlights

System Design Document For Horror-Themed Exploration Puzzle Game

Genre: 3D first-person exploration puzzle game with horror/thriller elements.
Platforms: PC/Web

1. Control Scheme

  • WASD: Character movement
  • Mouse: Camera control
  • E Key: Interact with environmental props
  • F Key: Toggle camera mode
  • Left Click (Camera Mode): Capture photo
  • Left Click (Combat Mode): Fire weapon

2. Core Gameplay Loop

  1. Player enters game scene
  2. Environmental exploration
  3. Discover and solve puzzles
  4. Collect critical items
  5. Use camera to detect hidden entities
  6. Engage in evasion/combat
  7. Achieve level objectives

3. Level Design Framework

Environment: Confined indoor/nighttime settings (e.g., derelict mansions, isolated structures) with Western architectural motifs.

Pacing: Linear exploration paths guided by dynamic lighting, ambient audio cues, and object placement (e.g., flickering corridor lights directing attention).

Interactivity: Contextual UI prompts (e.g., "Requires Key" near locked doors) and strategically placed monster triggers in open areas.

Reference: Resident Evil 7 atmosphere.

4. Narrative & Progression

Synopsis: Players assume the role of a paranormal investigator using a spectral camera to reconstruct occult events, ultimately summoning and defeating a demonic entity.

Key Progression:

  • Phase 1: Collect clues → Solve puzzles → Reconstruct ritual site.
  • Phase 2: Utilize camera to expose and combat manifestations.

5. System Architecture

5.1 Base Character Controller

First-person controller with smooth movement/camera rotation.

5.2 Interactable Objects
  • Boolean Toggle Switches: Binary state changes (e.g., light switches, drawers).
  • Single-Use Items: Disabled post-interaction.
  • Multi-State Objects: Cycle through predefined states (e.g., ritual artifacts).
  • Lore Fragments: Non-functional items delivering narrative via UI text.
5.3 Collectibles

Passive items tracked via UI (e.g., "0/3 Keys Collected"). Full collection unlocks progression.

5.4 Entity System (Ghosts/Monsters)
  • Spawn Logic: Triggered post-ritual completion; hinted via pulsating aura/outlines.
  • Combat Behavior:
    • Visibility: Entity outlines shift color based on health (Green → Yellow → Red).
    • Defeat: Three shots required; audio/visual feedback for positional tracking.
5.5 Camera Mechanics
  • Mode: Immobilizes player; viewfinder UI simulates real-time exposure.
  • Function: Flashlight illuminates targets; detects spectral entities (WIP: Battery system).
5.6 Combat System
  • Weapon Unlock: Assemble firearm parts scattered pre-boss arena.
  • Combat Design: Burst-fire mechanics with cooldown constraints.
5.7 Quest System
  • Investigation Journal: Diegetic UI displaying objectives, photos, and lore.
  • Task Types:
    1. Photo-Matching: Recreate reference images to spawn critical items.
    2. Item-Chain Puzzles: Sequential interactions (e.g., fuse → breaker box).
    3. Multi-State Challenges: Adjust objects to predefined configurations.
  • Progress Manager: Tracks collectibles/puzzle states; updates UI dynamically.
5.8 UI Framework
  • Main Menu: Start/Load/Settings/Quit.
  • Pause Menu: Resume/Restart/Quit.
  • HUD: Real-time tracking (e.g., "Entities Found: 0/3").
  • Investigation Journal: Toggleable via hotkey; scrollable text/image panels.
  • Contextual Prompts: "Press F" indicators near interactables.

6. Art Asset Requirements

Core:

  • Modular indoor environments (walls, furniture).
  • Entity models (specters, mutants).

Advanced: Dynamic lighting rigs, VFX for spectral detection.

7. Player Experience Design

Emotional Arc:

  • Early Game: Gradual puzzle escalation to sustain engagement.
  • Mid-Game: Timed challenges to induce tension.
  • Finale: Low-skill-ceiling boss fights for cathartic payoff.

Flow Theory Integration:

  • Per-level cycles of relaxation → tension → accomplishment.
  • At least one stress → climax → resolution sequence per session.

Reference: Flow Theory in Game Design