Pitches for MANSION

Please find four pitches for MANSION, below. Please note that these pitches are,

  • In the concept phase. Therefore, feedback is welcomed to better suit the content/tone of MANSION.

  • Pitched with working titles!

  • Informed by my Masters research/previous work, which is rooted in psychology.

  • Working to a word count of 3000/3500, but can be scaled accordingly.

All pitches share,

Intention/Key Message

  • Human psychology is a powerful creative tool, especially when principles are applied to horror game design to heighten the fear response.

Target Audience

  • Readers interested in ‘how horror works’.

  • Readers who enjoy insight into game design and development.

Thank you for your consideration :)

Home Alone

Game Layers of Fear

Collaborators Teresa Lynch, Bloober Team (TBC)

Outline

  • Introduction

    • What is psychology.

    • Why principles of psychology are important in video games, especially horror.

  • Main

    • Principles of psychology which enhance the horror experience (including, guaranteeing a jump scare and simulated threat).

    • Making the safe, unsafe - Successful game design techniques employed by Bloober team to leverage psychology horror in a ‘safe’ home setting.

  • Summary/Takeaways

    • Games designers and developers use psychology to their advantage to create impactful horror experiences.

Afraid of the Dark

Game Amnesia: The Dark Descent

Collaborators Teresa Lynch, Frictional Games (TBC)

Outline

  • Introduction

    • What is psychology.

    • Why principles of psychology are important in video games, especially horror.

  • Main

    • Principles of psychology which enhance the horror experience (including, the formidably factor and simulated predation).

    • Successful game design techniques employed by Frictional Games team to create Amnesia.

  • Summary/Takeaways

    • Games designers and developers use psychology to their advantage to create impactful horror experiences.

V-Argh!

Game Paranormal Activity: The Lost Soul

Collaborators TBC

Outline

  • Introduction

    • An overview/introduction to the game.

  • Main

    • Highlighting key design/development techniques commonly used in horror games and their impact.

    • Discussion into how mechanics of Virtual Reality, such as first person exploration and limited HUD add to immersion and can heighten a horror experience.

  • Summary/Takeaways

    • Games designers and developers use technological advancements to their advantage when crafting horror.

Fear with Friends

Game Phasmophobia

Collaborators Kinetic Games (TBC), Player Research, Teresa Lynch

Outline

  • Introduction

    • An overview/introduction to the game.

  • Main

    • Highlighting key design/development techniques commonly used in horror games and their impact.

    • Discussion into how multiplayer horror can heighten a horror experience.

    • Overview of societal human psychology (e.g. team dynamics, social currency) and it’s application to horror.

  • Summary/Takeaways

    • Games designers and developers use psychology to their advantage to create impactful horror experiences.