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Paradise Isle

Role
Programmer, Technical Artist
Genre
Stealth Horror

A stealth horror game where players survive a night on an island infested by monsters that can only be seen through camcorder.

Tools
Godot, Blender
Game

There are 2 core gameplay elements of this game uses to create tension and achieve it's goal of being a stealth game.

  • Monsters can't see the player but they can hear actions around them and infer player position

  • Players can only see monsters through a camcorder.


Sound System

The sound system is comprised of two main elements - sound emitters and sound listeners. When players take footsteps or two physical objects collide, a sound emitter is instantiated that has a certain radius and can collide with listeners. Listeners track sounds that collide with them and compute a priority based on the sound's perceived proximity and then use the sound with the highest priority to assign a target location for the NavigationAgent.


Camcorder System

In order to have the camcorder system I wrote a few custom shaders.

  • I wrote post processing shaders to change the look of the game when players toggle camcorder mode

  • I wrote a material shader for enemies to give them an otherworldy look and have them dissolve the further away they are from the player.

The camcorder is also where the core tension of the game comes into play. Since the camcorder runs on limited battery, players have to consider when it's appropriate to blitz through a section or play it safe and have the camcorder on.

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