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.