Lethophobia

[Currently working on] A tense Ghost Investigation game Stealth-based prototype 

— PROJECT NAME

Lethophobia – Ghost Hunting Experiment


— ENGINE

Unity 2021


— DATE

November 2021


Lethophobia is a 2.5D horror-inspired Investigation game, made during the VGL GameJam (theme : Arcade) with my friend Marc Fernandes. Currently in progress.



Inspired by Phasmophobia and Hotline Miami, the game is intended as a fast hybrid between the two. The player has to locate a ghost in a gloomy house by triggering it and using a UV Device, taking a picture of it and escape before getting caught.


Apart from its tense ambience based around a dark cluttered layout, the game's gameplay revolves around a balance of the player's actions : Interacting pushes the ghost to reveal its position, but will make it more and more hostile.


Finally, as with most Jam projects, not all of the ideas have been implemented yet, nor are settled all of the concepts.

Global map of the main floor

— ROLE

Level Designer & Builder

Asset Integration

Sound Designer


Level Design 


Layout :

- The playground, based upon US streehouses, is separated into different rooms (and planned two floors), each with their own ambience and story, to make the player more immersed.


- This choice helps the player investigating more easily, with distinct rooms, set color patterns.


- The top-down view, while making the immersion harder, helps understanding the layout quickly and allows faster progression & movement, going back to our "Arcade" Jam theme.


- Blockers :

- Most big furnitures and door acts both as player blocker and light blocker. The idea behind these is to make lights more present while making the exploring more tense and scary.

- This also forces the player to move and place their UV device strategically so it can cover as much area as possible.


- On top of that, these add an interesting flavour to the escape part of the game. Once the player takes a picture of the ghost or reaches maximum anger, the ghost will chase them quickly. During this phase, the player has to run, and the blockers add a dodging component.



Sound Design


While behing limited in time and resources due to the Jam context, I gave particular attention to sounds and music, as it's a major element to render the heavy and tense feeling.


Sounds are sharp, heavy and with 3D spacialization to add depth to the layout, an other dimension. The player doesn't only investigate with his eyes, but also with their ears.

Map Layout

Global Gameplay Layout with doors & lightswitches


Collision layout with all the blockers