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.