
PUZZLE GAME
_EMBRACE THE DEEPEST FEAR
The experience of designing and developing video games made me clear about my future.
"Embrace The Deepest Fear" is the best game I have ever made.

EMBRACE THE DEEPEST FEAR
When a girl opens her eyes, there was a nightmare. The only way to wake up from this nightmare is to embrace her deepest fear.
Genres: Puzzle-platformer, Adventure
Mode: Single-player
Engine: Unreal Engine 4
Platforms: Windows, macOS
Production Period: July 23 - November 29 (2021)
CONTENT
GAMEPLAY VIDEO
Video / YouTube Link
INSPIRATION
Atmosphere, Camera Movement / Catch / Learning From Experience
GAME PROCESS
Stage 1 ~ 7
GAME SYSTEMS & MECHANICS
Fear Level / Sight / RoofTop / Eyes / Statue / Candle / Gate / Button
LEVEL DESIGN
Stage 1 ~ 7
LEVEL EDIT
Stage 1 ~ 7
CAMERA SYSTEM
Normal Camera / High Angle / Wide Angle
BLUEPRINT
Mouse Camera Movement Tutorial / Statue / Mouse Camera Movement
FEEDBACK FROM TESTERS
Complements / Need improvement
DOWNLOAD
Google Drive

GAMEPLAY VIDEO
INSPIRATION

INSIDE
Atmosphere, Camera Movement
Atmosphere
The dark and lonely atmosphere of this movie inspired my game a lot. In particular, the bizarre art style that gave me goosebumps was enough to capture my heart.
Camera Movement
Unlike other games, Inside's camera moves flexibly depending on the background or situation. When it's high, the camera shoots from top to bottom, and when it's in a wide and empty space, the camera zooms out to increase immersion. I learned a lot from this game.

PORTAL SERIES
Catch
Portal and Portal 2 are my favorite puzzle games. What I learn from this game series a lot is "Catch". For instance, if there is a button and a cube on the floor, and you can open the door by step on the button. However, if you leave the button, the door shuts. Thus, you will find a way to solve this confilct, by putting the cube on the button. The puzzles I made in Embrace The Deepest Fear are full of Catch.

DARK SOULS SERIES
CELESTE
Learning From Experience
I always love games that encourage players to learn from experience.
I really like a quote from Celeste: "Be proud of your Death Count! The more you die, the more you're learning. Keep going!" Both Celeste and Dark Souls are challenging games, but they encourage players to keep doing and learn by themselves. I wish Embrace The Deepest Fear players are also willing to try all the things they can do and solve the problem by themselves.
In addition, the title Embrace The Deepest Fear is from "Embrace the darkness" in Dark Souls III.
GAME PROCESS

STAGE 1
Basic control tutorial
STAGE 2
"Acrophobia" Tutorial


STAGE 3
"Social Phobia" Tutorial 1
Biology Class
STAGE 4
"Social Phobia" Tutorial 2
Hanged Men


STAGE 5
"Automatonophobia" Tutorial 1
Dark Hallway
STAGE 6
"Automatonophobia" Tutorial 2
Stare It


STAGE 7
Be Prepared To Be Chased
GAME SYSTEMS & MECHANICS

FEAR LEVEL
Fear Level is a resource that strongly related to other mechanics.
There is no obvious UI that tells players about their Fear Level, but they visually and audibly notice it.
Fear Level 1:
Sound: Calm Noise
Screen Effect: Nothing
Mechanics:
Nothing
Fear Level 2:
Sound: Noise, Heartbeat
Screen Effect: Normal
Mechanics:
Eyes start to chase you
Fear Level 3:
Sound: Loud Noise, Rapid Heartbeat
Screen Effect: Heavy
Mechanics:
Statues start to chase you
Fear Level 4:
The player dies.

SIGHT
Players can move the mouse to change the sight(camera).
It is useful when they want to explore something or activate some mechanics.
Essential:
Stage 2
Stage 7
Recommended:
Stage 1
Stage 3

ROOFTOP
Players can stand at the edge and look down to make it go up.
Fear Level will be increased after it goes up.
It gives fear to players through camera switching effects.
Representative:
Acrophobia.
Inspiration:
The rooftop of a school building, also implies jumping suicide.
Be used in:
Stage 2
Stage 7

EYES
Fear Level will be increased if the player exposes under the light for a while.
If the player's Fear Level is 2 or more than 2, Eyes will chase the player.
Representative:
Social Phobia
Inspiration:
The light beam represents people's eyes and attention. Just like a person on the stage, everyone is watching you.
Be used in:
Stage 3
Stage 4
Stage 7

STATUE
It can activate the switch and the player can step on it or treat it as a shield to block the light from Eyes.
If the player's Fear Level is 3, Statue will chase the player, but it stops when the player is watching it.
Representative:
Automatonophobia
Inspiration:
Horror movie's dolls and statutes, which move when nobody is watching them.
Be used in:
Stage 5
Stage 6
Stage 7

CANDLES
It is the only way to decrease Fear Level.
When the player close to it, the player's Fear Level will be set to 1.
Representative:
Hope
Inspiration:
Candle represents hope in many cultures.
Be used in:
Stage 7

GATE
It blocks the path and can be activated by Button.
Be used in:
Stage 6
Stage 7

BUTTON
The player and Statue can step on it.
All the buttons have different conditions and functions.
Be used in:
Stage 3
Stage 6
Stage 7
LEVEL DESIGN
As a game designer, I studied a lot about level design and invested a considerable amount of time.
All puzzles in Embrace The Deepest Fear are designed to make players feel that they should "embrace the fear".

Stage 1 & 2
In stage 1 and 2, The player practice basic manipulation, especially camera movement using a mouse.
The player who used to jump through obstacles on stage 1 realize that they shouldn't just jump without thinking. Then, the player moves the camera and see that there is a safe foothold under their feet. Even when the player goes up to the rooftop on stage 2, they notice that the only thing they can do is turn the camera around, so they can naturally turn the camera around and move the rooftop. When the player looks down, the camera changes and stimulates acrophobia.
In addition, as soon as they step onto the rooftop, a body falling from the sky induces the player to look down. It also stimulates fear and adds dynamic elements to the static world to add vitality.

Stage 3
At this stage, the player faces Eyes, a new mechanism.
At first, the player think they just needs to go forward, but the light pillar follows the player, raises FEAR LEVEL, and eventually kills them. Eyes don't follow when the player has FEAR LEVEL of 1, but the player who moves the rooftop on stage 2 and passes will already have FEAR LEVEL of 2.
The player who have tried various things hide behind flowerpots where light cannot pass, observe here and there closely, and soon see the pictures on the blackboard. There is a heterogeneous light shooting in front of the picture, and the player remembers that when he or she passes through a place, his or her shadow is captured in the light. Despite knowing that long exposure to light will kill the player, the player embraces fear and solves the puzzle by projecting his shadow onto the blackboard. After that, all the light shoots its own shadow, and the player who becomes safe moves toward the next puzzle.

Stage 4
This stage seems easy, but it tests if the player really understands how Eyes works.
The way to pass is to jump next to the two hanging legs and block the light pillars on both legs. This also tells the player that Eyes must continue to illuminate the player to raise their FEAR LEVEL, and that once blocked by something, the counter is initialized.
After passing this stage, the player's FEAR LEVEL becomes 2, and Statues that come out later follow the player.

Stage 6
From this stage, the player will use the statue in earnest.
In front of the cliff, the player finds a button, presses it for a few seconds, and realizes that the Gate opens. However, as soon as you step off the Button, the Gate closes again, and the player is at a crossroads of conflict. Jump across the cliff, and look back again because the player doesn't know what to do, and at that moment the Statue following the player stops in place. The player who have been doing many things realize that when they look at the Statue, it stops. After that, the player stops looking back when the Statue comes on the Button and goes out through the open Gate.
The player has to face up to and embrace the terrifying situation that a statue which was not supposed to move follows them.

Stage 7
The last stage of Chapter 1 should utilize all the mechanisms that came out earlier.
Players who have crossed the previous stage will soon stop in front of the candles and initialize FEAR LEVEL. The loud and nervous sound of the heart soon becomes quiet, and the light from the window shines softly, making the player feel more comfortable. They climb up the Rooftop and face a Statue that stops still and a tightly closed Gate. The player realizes that the Gate opens when they stands somewhere, but here they are also at a crossroads of conflict because the gate closes immediately when they leave the place. As the player used the Statue in the previous puzzle soon, they think they can use it again this time, but the Statue is stopped in place and cannot be used. The player, who has been reflecting on the path they have come, realizes that the sound of the heartbeats and the dark effects they see now are weaker than when the Statue follows them, and that more fear is needed more fear. In order to move what should not be moved, the player stands under the fearful light themselves. The player who start hearing their heartbeats accept more fear for themselves. Using the Rooftop and moving the Statue, the player finally clears Chapter 1.
LEVEL EDIT
Making Process
STAGE 1
Office
The protagonist wakes up on the desk in the office. The reason why the office was the starting point was that I wanted to harmonize the basic control of the game and the background as much as possible. The color was red, white, and black, indicating that the place where the protagonist is currently is never a safe place.


STAGE 3
Biology Lecture
The desks that are too close to each other and the atmosphere of something empty nevertheless create a strange feeling. Uncoordinated red light gives an uncomfortable feeling, suggesting that this is not a safe place.
STAGE 5
Dark Hallway
It expressed a dark hallway. Walking alone in the dark and long hallway is very scary. What if something appears behind you? Backlight was used to make this atmosphere most effective, and the camera was located just outside the window. In fact, as a result of the test, many testers picked this hallway as the scariest place in the game.


STAGE 7
Go Back Home
This picture expresses the way home from school. Various objects that can be seen in the construction site are scattered, which highlights the loneliness of the protagonist. However, a ray of light coming from the window and some candles on the side of the road suggests that warm hope still exists. Since then, the interior of the house has been expressed, and the bookcase full of unknown objects and the dark and mysterious atmosphere indicate that the protagonist's journey has not ended and that she must face fear again.
CAMERA SYSTEM
Making Process
NORMAL CAMERA
This is the most frequently used camera.
The limited field of view increases fear and increases the importance of moving cameras with the mouse.


HIGH ANGLE
This camera works when the player looks down from the rooftop. Located right next to the character's head, it looks in the same direction as the player's gaze and adds a dizzy visual effect to express the character's fear and maximize the player's immersion.
WIDE ANGLE
This camera fixes the player's view, but allows the player to see more at a glance, making it easy to see what's working in the game.

BLUEPRINT
Making Process
MOUSE CAMERA MOVEMENT TUTORIAL
The game is a kind of static. Animation serves as a invisible tutorial while keeping the atmosphere alive.


STATUE
Statue gets the player's Fear Level throughout the game. When Fear Level is 3, it starts to chase the player by "AI Move To".
I have added a system that creates new Statue when it goes to a place where it can't come back, such as falling down a cliff. Consequently, it helps smooth the progress of various puzzles, lower penalties for players' mistakes, and try various attempts.
MOUSE CAMERA MOVEMENT
Thanks to the intuitive design that is as easy to see at a glance, it was convenient to fix numbers or make puzzles using cameras such as Rooftop.


FEEDBACK FROM TESTERS,
FUTURE DEVELOPMENT PLAN
Version: v.40
Listening to feedback is one of the most important parts of making a game.
As a game designer, I showed my game to my friends and others and listened to their voices.
YUKARI
Friend
Complements
Main menu design
Scary Stage 5
Need improvement
Basic control tutorial: Spent a lot of time to know all the controls.
Blur effect
Stage 2: Confused about how to make the building go up.
Stage 3: Confused about how to activate the switch.
Staghe 7: Confused about how to make the statue move.
Camera bug: The location of camera is weird after restart.
Optimizing
Mouse camera movement is not smooth.
SANSHIF
Friend
Complements
X
Need improvement
Sound Effect
Mouse camera movement system
Main menu bug
Stage 3: Tough timing
Stage 5: Could not notice that something is coming.
HONEYBADGER
Friend
Complements
Mouse camera movement system
Scary atmosphere
Need improvement
Stage 2: Confused about how to make the building go up.
Stage 2: The height the character dies is not consistent.
Stage 3: Meaningless numberpads and power plugs.
Stage 4: Confused about how avoid light.
Stage 6: Confused about how to activate the switch.
Stage 7: Confused about how to make the statue move.
IRITHYLL
Friend
Complements
Stage 3 was creative.
Sound Effect
Scary atmosphere
Need improvement
Basic control tutorial
Mouse camera movement system
Stage 2: Confused about how to make the building go up.
Stage 4: Confused about how avoid light.
Stage 7: Confused about how to make the statue move.
HEUK_JM
Sister
Complements
X
Need improvement
Difficulty adjustment
Chapter 5: Could not notice that something is coming.
GADION
Yukari's Brother
Complements
Scary Stage 5
Need improvement
Mouse camera movement is not smooth.
Difficulty adjustment
Chapter 4: Confused about how avoid light.
Chapter 7: Confused about how to make the statue move.
SOURCE
ASSETS & MODELS
Epic Games Marketplace
Sketchfab
ANIMATIONS
Unreal Engine
Epic Games Marketplace
Mixamo
PICTURES
Yukari (Feedback)
Google (Inspiration)
SOUNDS
freesound.org