Isak Åslund

  • # Technical Design
  • # Gameplay Design
  • # Sound Design

Seeing in the Dark

A flashlight made sense mechanically but didn’t fit the game’s theme.

Since light was meant to be feared, giving players control over it would break the core concept. Instead, we needed a way to reveal the environment without relying on light.

Solution

  • 👤 Outliner - I prototyped a diegetic device that outlined enemies and objects without light.
  • 🔥 Heat Visor - The concept shifted to a full-screen filter inside the character’s visor.
  • 🚨 Motion sensor detection - This made navigating dark areas more engaging and strategic.
  • 👁️ Clearer navigation - Made movement possible while keeping light a real threat.
  • 🔄 Concept evolution - Started as a handheld device before becoming visor-based..
  • 🎨 Thematic consistency - Kept visibility mechanics aligned with the game’s fear of light.
  • 🎯 Avoiding light - The visor became a tool to evade light instead of controlling it.