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Atharv Gopaluni
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Overview Design & Development Audio & Polish Gameplay Reflection

Silence is Key

The Journey of Creation

Role: Game Designer, Developer, Artist
Year: 2025
Platform: PC/Web
Engine: GameMaker
Genre: Horror
Concept: Get to the exit... but don't make too much noise, or the monsters will find you!

Overview

Silence is Key is a suspenseful horror game that challenges players to navigate through eerie environments while avoiding detection by monsters. Inspired by classic stealth mechanics and psychological horror, the game emphasizes sound as a core gameplay element, creating a tense and immersive experience. It was definitely inspired by The Quiet Place's concept. This was my final for my Intro to Game Development class.


Design & Development

It started out as just a simple idea: make a game where you rack sound, and you must avoid monsters. From there, it was deciding on the actual designs I wanted.

Game Mechanics

The core gameplay revolves around managing noise levels to avoid attracting monsters. Players must carefully navigate the environment, using stealth and strategy to reach the exit without being detected. The sound meter provides real-time feedback, adding tension and urgency to every move. Additionally, there are obstacles that cause more noise, and distraction methods to buy time. However, I believed it would be too easy to just have the sound meter, so I added a time component too.

Game mechanics

Level Design

The levels are designed to gradually increase in complexity, introducing new challenges and requiring players to adapt their strategies. Environments are crafted to provide multiple paths and hiding spots, encouraging exploration and creative problem-solving. Player flow is carefully balanced to maintain tension while allowing moments of respite.

Level design

Art & Visuals

I went for a dungeon/Undertale aesthetic. I did use a pack for the sprites and building blocks, but built out the levels on my own, focusing on creating a cohesive and immersive environment.

Art and visuals

Audio & Polish

Audio was crucial. I had it almost entirely silent, but the footsteps that the player makes are amplified. Adiditionally, there is extra sound when one sprints, and less sound when one crouches. Different objects make different sounds, and this is all to make the experience feel more immersive.

Playtesting & Iteration

I playtested with both friends and professors, and ultimately had to iterate three or four different versions to come to my final. Feedback was invaluable in refining gameplay mechanics and balancing difficulty. At one point it was too easy, but at another point it was too hard. So taking that feedback and balancing it was crucial.

Playtesting

Gameplay
Showcase
Gameplay screenshot 1
Gameplay screenshot 2

Reflection

I learned a lot about level design as well as GameMaker in general through this project. It was a fruitful learning experience that deepened my understanding of game development principles and creative problem-solving.

Play Game →



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