
First-Person Psychological Horror Investigation
Designed and built an investigation horror level across 5 distinct investigation chambers (Foyer Orientation Anchor, Central Artery Corridor, North Records Room, East Study, and South Basement Archive) around a limited-inventory evidence system, with a patrolling killer shaping the player's route.
A psychological horror investigation game set in Tamil Nadu in 2009, where a police investigator must uncover the mystery behind the disappearance of four children and a missing news reporter through environmental exploration and spatial deduction.
Set in Tamil Nadu in 2009, THE FIFTH puts the player in the shoes of Virat, a police investigator sent to an isolated rural settlement following the disappearance of four children and an investigative reporter named Rani.
As a Game & Level Designer, my core objective was to build a cohesive detective experience anchored in spatial deduction, psychological pacing, and non-linear environmental investigation. Rather than relying on floating objective waypoints or artificial HUD prompts, player progression is entirely driven by physical room layout, lighting contrast, and readable environmental clues.
To eliminate intrusive modern floating quest markers, I designed a diegetic Case File system. When Virat inspects letters, audio cassettes, or suspect photos, they are logged cleanly in his investigator notebook, allowing the player to piece together the narrative at their own pace.

Virat carries only one physical key tool at a time (e.g. crowbar or specific key). This eliminates distracting inventory management screens and keeps the player's cognitive load entirely on spatial survival and navigation.
Every piece of information is communicated within the 3D space itself:
The house is structured using classic survival-horror spatial design: a central orientation hub flanked by investigation dead-ends, interconnected by looped escape corridors to prevent unfair trapping during pursuit.
Introduces the locked heavy double doors first. Establishes the player's ultimate escape condition immediately before they explore deeper.
A narrow corridor with high-contrast shadows. Creaking floorboards act as an acoustic tell for upcoming threat presence.
Chambers where key letters reside. Designed with table props directly beneath window moonlight beams to draw the eye.
Secondary interconnecting doorways that unlock as puzzles are solved, providing circular routes to break killer pursuit without getting cornered.
Before texturing or dressing the house, I built rough geometry using Unity primitive blockouts to test navigation feel, sightlines, and chase timings. This ensured the layout supported tension and readability before visual art was committed.


A breakdown of the level layout illustrating starting orientation, clue distribution, critical progression path, locked doors, and looping evasion geometry.

Without floating objective markers or artificial paths, the player is guided through light composition, architectural leading lines, and acoustic cues.

Flashlight illumination highlights key interactables like the room key against wooden tabletop surfaces, pulling player attention directly toward essential objective items.

Warm bedside lamps pierce the oppressive pitch-black bedrooms, framing bedside investigation nodes and guiding players into deep room pockets without artificial UI waypoints.

Corridors and doorways are built around NavMesh navigation curves to support the killer's dynamic patrol loops and give fleeing players clear line-of-sight break opportunities.
Player inspects the padlocked front door in the foyer and observes missing numeric code digits.
Player searches dark rooms to find the crowbar needed to break barricaded doors and access back chambers.
Hidden letters and cassette audio reveal scattered password hints and Rani's last transmission.
Player returns to the foyer under active killer pursuit to input the synthesized code and unlock the exit.
Puzzle complexity in THE FIFTH is tuned specifically to create spatial tension rather than mechanical frustration:
Digits 1 & 2 are etched into the back of an inspectable temple portrait in the West Room; Digits 3 & 4 are embedded in Rani's cassette transcript in the South Chamber. This forces full cross-house spatial traversal before the exit can be unlocked.
Dynamic proximity creaks and accelerated heartbeat audio trigger whenever the player stays in document inspection mode for longer than 6 seconds, preventing passive reading and enforcing spatial vulnerability.
Initial playtests revealed 65% of players overlooked the crowbar under the East desk. I placed a focused warm ambient lantern reflection pooling directly onto the metallic tool, using light hierarchy to guide gaze naturally without HUD waypoints.
Click any image to inspect lighting composition, blockouts, and environmental details in HD.

THE FIFTH Official Key Art & Creature Encounter - Psychological Horror Investigation in a retro survival-horror atmosphere.

THE FIFTH Official Game Logo - Psychological Horror Investigation set in Tamil Nadu (2009).

Title Screen & Abandoned House Exterior - Setting the atmospheric PS1/PS2 retro survival-horror tone and establishing the isolated location.

Level Blockout Phase 01: Room & Corridor Spatial Layout - Greybox metric testing for corridor widths, player navigation comfort, and room scale.

Level Blockout Phase 02: Gating & Chase Routes - Spatial setup for locked doors, clue inspection nodes, and looping killer escape routes.

Annotated Level Map & Floorplan - Showing starting orientation, Room 1 (safety key & Loom letter), East key chamber, Room 3 (Rani's recording & password), and the Escape Door.

Focal Illumination & Interaction - Direct flashlight cone lighting draws the player's eye to key interactables on desks and surfaces.

Ambient Contrast & Framing - Warm bedside lamp glow pulls attention into dark bedrooms and highlights key investigation spaces.

Spatial NavMesh & AI Patrol Flow - Room layout and doorway thresholds configured inside Unity to support killer patrol and chase routes.

In-Game Case File UI (TAB Key) - Diegetic evidence recording system where Virat logs clues, suspect details, and victim profiles without HUD clutter.

Interior House Corridor - High-contrast moonlight illumination, locked door gating, and environmental guidance.

Evidence Room & Clue Node - Interactive document placement under focused lighting pools for natural player discovery.

Flashlight Exploration & Tension - Volumetric shadows requiring active flashlight management to navigate deep interior pockets.
I styled THE FIFTH with a PS1/PS2-inspired horror aesthetic, influenced by the visual style and oppressive atmosphere of older survival-horror classics.
Using stylized low-poly assets and focused volumetric lighting allowed for crisp spatial readability while maintaining heavy atmospheric tension.
Audio plays a primary role in creating tension and guiding navigation. I edited and customized all soundscapes using Audacity, creating distinctive acoustic layers for each zone.
A structured pacing rhythm balancing quiet observation with threat escalation.
To capture authentic cultural immersion, all voice lines were recorded in Tamil and subtitled in English:
Anchoring the psychological horror in rural Tamil Nadu during the late 2000s required authentic environmental details:
The killer entity operates on a 5-state finite state machine — Patrol (navigating designated waypoints), Investigate (heading toward player sound sources), Detect (verifying line of sight), Chase (sprinting toward player coordinates), and Attack (close-quarters contact trigger).
C# raycast system validating line-of-sight to documents, locks, and props with contextual crosshair feedback.
Controls locked door states, audio rattle triggers, crowbar interactions, and final keypad validation.
Modular event bus recording evidence pickups into the TAB journal ledger with Tamil texture inspection.
Attribution for 3D assets, audio design, and voice performances utilized in the development of THE FIFTH:
3D environment props, structural furniture, and retro level assets sourced from free & open-source asset repositories.
Environmental audio cues, ambient drones, and dynamic chase stingers sourced from free audio libraries, edited & mixed in Audacity.
• Virat: Aswin Ram
• Rani: Friend (Voice recording)
• Killer: Aswin Ram (Modulated with pitch-shift & EQ)
Experience the atmosphere, explore the house, uncover the missing children's mystery, and evade the killer in the full playable build.