Selected work — Brackey's 2024 Jam, 7 days
Selected work — Brackey's 2024 Jam, 7 days

Headless
Hotel.

Headless
Hotel.

Wake up in a hotel of horrors. One job: get out alive. Find the key, find the exit, and don't look back. Made in 7 days for Brackey's 2024 Game Jam.

Wake up in a hotel of horrors. One job: get out alive. Find the key, find the exit, and don't look back. Made in 7 days for Brackey's 2024 Game Jam.

Overview
Overview

• Unity / C#, made in 7 days for Brackey's 2024 Game Jam
• Programmer — inventory, crafting, player controller
• Designer — the puzzle layer that gates the escape
• Artist — player animation, post-processing for the horror mood

• Unity / C#, made in 7 days for Brackey's 2024 Game Jam
• Programmer — inventory, crafting, player controller
• Designer — the puzzle layer that gates the escape
• Artist — player animation, post-processing for the horror mood



Status — Released
Type — Game Jam
Duration — 1 week
Stack — Unity (C#), GitHub
Role — Engineer, designer, artist

Status — Released
Type — Game Jam
Duration — 1 week
Stack — Unity (C#), GitHub
Role — Engineer, designer, artist

Items & inventory

Items & inventory

You can pick up, store, and use the things you find. The inventory ties directly into the puzzle layer. You can craft the items to unlock new tools and potentially a key to the escape.

You can pick up, store, and use the things you find. The inventory ties directly into the puzzle layer. You can craft the items to unlock new tools and potentially a key to the escape.

Crafting

Crafting

I designed and implemented the crafting system of the game in 2 days. Used Unity's Scriptable Object to create recipes that can be easily added and modified in the editor.

I designed and implemented the crafting system of the game in 2 days. Used Unity's Scriptable Object to create recipes that can be easily added and modified in the editor.

Player & Art

Player & Art

Designed and animated the player character. Tuned the controller and the surrounding physics so movement reads as responsive but afraid. Bloom, color grading, and ambient occlusion through Unity's Post-Processing Stack to push the atmosphere closer to the horror ambience that we wanted.

Designed and animated the player character. Tuned the controller and the surrounding physics so movement reads as responsive but afraid. Bloom, color grading, and ambient occlusion through Unity's Post-Processing Stack to push the atmosphere closer to the horror ambience that we wanted.