The Bunker

In collaboration with the Supermassive Games team, my colleague Theo Stamatis and I created a 4-minute vertical slice inspired by the intense narrative and cinematic style of the Dark Pictures Anthology series. With guidance from Supermassive , we developed a chilling experience derived from the psychological horror of Little Hope—a story-driven game where Andrew is thrust into a nightmarish fight for survival.
Information:
Type: Third-Person Thriller
Genre: Survival Horror, Atmospheric, Psychological
Platform: PC
Group Assignment
This vertical slice was a collaborative effort between myself, a fellow designer, and art students, created as part of a university module. The project aimed to highlight teamwork and showcase our combined talents through a single immersive level.
Image Gallery
The Bunker is a continuation of Little Hope, where Alex is the last surviving member of his group after the events of the game. This third-person horror experience immerses players in the psychological unraveling of Alex as he finds himself trapped in a dark, isolated bunker. As the environment becomes increasingly distorted, players must navigate through eerie corridors and uncover fragments of Alex's memories.
Here’s a selection of images from the Bunker project. In this game, players explore a claustrophobic, eerie bunker that mirrors the protagonist Alex's deteriorating mental state. Each corner holds clues to his troubled past, and the environment becomes increasingly distorted as players uncover hidden memories.
Mechanics
The mechanics of the game were designed and implemented by Theo Stamatis, contributing significantly to the overall gameplay experience. These mechanics added depth and challenge to the bunker setting, enhancing the tension and engagement for players. Key mechanics include: -Fusebox Minigame Puzzle: Players must turn levers in the correct combination to lure the enemy into the bunker. -Making the Bed: Players create a decoy by making the bed appear as though the character is sleeping. -Quicktime Events: Timed actions add urgency and intensity to key moments in the game.
UI
The UI design was created by myself, with the purpose of enhancing the player's immersion and facilitate interaction within the game world. Key elements include: -Interactive Item Prompts: Players can click on specific objects, like books, to read them and uncover additional lore and story details. -“E to Interact” Popup: A subtle interactive prompt appears when players approach objects or areas of interest, guiding them to interact without disrupting the immersive experience. -Minimalist Design: The interface is designed with simplicity in mind, ensuring it doesn't distract from the game’s atmospheric environment while still providing essential information.
Design
The level design for the bunker was created by myself, focusing on crafting a tense and immersive environment that reflects the psychological struggle of the protagonist. Key design elements include: -Maze-Like Corners: The bunker features numerous sharp corners and tight spaces to create a claustrophobic atmosphere, keeping players on edge as they anticipate danger. -Symbolic Layout: The environment reflects the protagonist's fractured mental state, with scattered objects and fragmented areas symbolizing his inner turmoil. -Dynamic Lighting: Carefully placed light sources enhance the eerie tone while guiding players through the labyrinthine space. -Family-Oriented Design: The bunker was specifically crafted to resemble a lived-in family space, with personal items scattered throughout.


Created a widget that displays additional item information when the player presses 'E'. Developed an animation to show the widget and used a flip-flop animation to close it.


Created a fixed camera blueprint that switches perspectives when the player enters a trigger box. Instances of the blueprint were used in various areas of the bunker for better reusability.