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Designing Horror: What Makes a Game Truly Scary?

Horror games have captivated players for decades, leveraging intense atmosphere, clever storytelling, and heart-pounding gameplay to immerse players in fear. Unlike other genres, horror games rely on the subtleties of game design—such as sound, lighting, and player limitations—to evoke real, visceral responses. In this blog, we’ll dive into the essential design elements that make horror games truly terrifying, using iconic titles like Amnesia: The Dark Descent and Resident Evil to illustrate the art of fear in gaming.


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Designing Horror: What Makes a Game Truly Scary?

Designing Horror: What Makes a Game Truly Scary?


The Power of Sound Design


Sound design plays an essential role in horror, often building tension before the player even sees the source of danger. In horror games, audio is used to create anticipation, setting up an atmosphere where players are constantly on edge.


For example, in Amnesia: The Dark Descent, creaking floors, distant echoes, and unsettling whispers add layers of unease, making players feel as if something might appear at any moment. Resident Evil is also known for its eerie background sounds, like distant groans or footsteps, which create a sense of dread long before enemies are visible. Through sound, horror games can manipulate players’ emotions, making them more susceptible to fear and tension.


Key Tactic: Varying volume and distance of sounds can help indicate threat levels or proximity, letting the player's imagination do much of the work. A faint scratching or a sudden crescendo in volume can make players feel as though danger is imminent, heightening fear without any visual stimuli.



Limited Visibility: Creating Tension Through Darkness


Limited visibility is another crucial aspect of horror game design. By restricting the player’s field of view, designers create uncertainty, forcing players to proceed with caution. Darkness and narrow corridors are classic tools in horror games, creating areas that might conceal lurking enemies or ominous surprises.


In Amnesia, players are equipped with a dim lantern that provides just enough light to see, but not enough to feel comfortable. This limited visibility makes it difficult for players to anticipate threats, increasing their anxiety. Resident Evil games frequently place players in dimly lit, confined spaces where enemies can appear suddenly from dark corners, triggering jump scares.


Key Tactic: The strategic use of lighting or even limiting the player's sight radius can add tension, making them rely on sound cues and their instincts, which deepens the fear of the unknown.



Vulnerability: A Feeling of Powerlessness


Another critical aspect of horror game design is making players feel vulnerable. In many horror games, players are not equipped with an abundance of powerful weapons or resources, which limits their ability to fight back. This vulnerability can be conveyed by limiting weaponry, ammo, or health supplies, forcing players to think carefully before engaging with enemies.


In Amnesia, players are defenseless; their only option when encountering enemies is to hide. This lack of power intensifies fear and encourages players to avoid confrontation altogether, heightening the tension. Similarly, in Resident Evil, players often find themselves low on ammunition, forcing them to strategize and conserve resources.


Key Tactic: By creating a sense of vulnerability, designers tap into players' survival instincts, making every encounter feel like a life-or-death situation.



Unpredictable Enemy Encounters


Randomness and unpredictability play a significant role in creating fear in horror games. By keeping encounters and scares unexpected, games prevent players from feeling too secure, making each step forward potentially dangerous. Enemies that appear at unpredictable times or in unanticipated ways add an extra layer of tension to the experience.


In Resident Evil, zombies and other creatures are known to appear unexpectedly, even after players feel they've cleared a room. Amnesia employs similar tactics, with enemies who seem to follow players relentlessly, keeping them in a heightened state of alert.


Key Tactic: Randomizing enemy appearances or adding delayed scares prevents players from developing a sense of control, making them feel more vulnerable and uneasy.



Environmental Storytelling


In horror games, the environment itself can act as a storyteller, conveying a haunting backstory without explicit narration. Environmental storytelling involves using setting details—like blood-stained walls, eerie messages, or abandoned personal belongings—to hint at past horrors, allowing players to piece together the story themselves.


In Amnesia, the dark, decaying mansion is filled with ominous clues, from scattered notes to terrifying remnants of previous inhabitants, building a narrative through suggestion. In Resident Evil, the Spencer Mansion is littered with notes, diary entries, and visuals that hint at sinister events, encouraging players to interpret the environment while heightening their fear.


Key Tactic: Adding subtle environmental clues that reveal a backstory gives players insight into the horrors around them, making the world feel more immersive and unsettling.



Psychological Horror: Playing with the Mind


Psychological horror digs deeper, using elements that tap into players’ fears on a personal level, challenging their perception of reality. Games that employ psychological horror often blur the line between what’s real and what’s imagined, leading players to question the reality within the game.


In Silent Hill, for instance, players encounter distorted, surreal environments and creatures that represent the protagonist’s inner fears and traumas. Similarly, Amnesia uses sanity as a mechanic, where the protagonist’s mental state deteriorates in the darkness or when encountering monsters, affecting what players see and hear. These tactics make players experience horror on a more intimate, mental level, heightening immersion.


Key Tactic: By incorporating elements of psychological horror, designers can create fear that lingers with players even after the game ends, leaving them feeling unsettled.


Conclusion:


The design of a horror game is an intricate balance of visual and audio elements, storytelling, and gameplay mechanics, each crafted to draw out specific emotions and reactions from players. Games like Amnesia and Resident Evil have mastered these techniques, creating immersive experiences that keep players on edge and leave a lasting impression. By manipulating sound, limiting player power, and weaving compelling environmental stories, horror game designers create worlds that don’t just scare—they haunt, ensuring the fear lingers well after the game is turned off.


GeniusCrate specializes in delivering high-quality 3D modeling and game art outsourcing services, enabling studios to create hyper-realistic environments and intricate character models. Our talented artists utilize industry-leading tools like Maya, Substance Painter, Blender, and Unreal Engine to bring your visions to life. You can check out the brilliant modeling by our talented developers here: Genius Crate  Hyper-Realistic Modelling, and here Hyper-Realistic 3D game Models.

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