An oldschool survival horror
Fractured Memories is a retro-style survival-horror game inspired by classics such as Resident Evil and Silent Hill. Players take on the role of college student Charlotte who who must battle both mental and physical threats as she struggles to escape from the confusing, strange, and nightmarish hellscape she finds herself trapped in. Along the way, players will catch glimpses of Charlotte's past as they slowly begin to unravel the mystery of this world and Charlotte's place in it.
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This version is merely a demo that shows off the atmosphere/aesthetic of the game. It is not a complete version nor does it contain all the components/elements of the final vision.




Style choice
I decided to go for a retro, old-school-style visual design for this project for a couple of reasons. First, it is inspired by older games that shared this style. Second, I find that older, more vague graphics work well for horror games, as it plays off the uncanny valley aspect of fear and discomfort. Finally, not having to worry about super high fidelity, visually-insane graphics would make it easier for me as a solo developer.
Process
I developed this game completely on my own, using free assets acquired online. There were several issues I ran into, such as how to implement certain mechanics or certain interactions not functioning properly.
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For the sake of the demo, some issues were left out. In the end, I think the atmosphere and environment I created is reminiscent of the older horror titles I love and cherish.
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Here's several art/development photos and videos to show my development cycle.
TOOLS USED:
Unity (game engine), Unity Asset Store (importing assets), Sketchfab (Player character's model - by vinrax), freesound.org (SFX), YouTube (background music - "Memory Tapes" by ShymNoiz), Mixamo (animations)

Level blockout


Player model in-engine

Timing footsteps with animation

The main menu
Starting room with fully-designed environment + lighting


Testing the tank controls-style movement
One of the first ambience tests to see how the environment felt in gameplay

Several scripts that I wrote to control the game's functions

