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Case study / 06

Xanthous

I led the game design and production of this five-person VR horror thesis project. Across ten months, I shaped its story, player experience and design documentation while keeping the team on track for the final-project exhibition.

Timeline
10 months
Team
5 people
Engine
Unreal 4
Platform
VR
Context
Thesis
My role
Design & PM

01 / My contribution

Designing the game. Delivering the project.

I owned the game-design direction and managed the team toward a fixed milestone: a complete, exhibition-ready build. My work connected the creative vision to the practical decisions the team needed every week.

01 / Core experience

Defining how the player should feel

I defined the experience around vulnerability, close observation and uncertainty. The confined VR perspective, incomplete information and controlled escalation were design pillars: the player should never feel completely comfortable, even inside an ordinary apartment.

02 / Core loop

Turning tension into repeatable play

I mapped the moment-to-moment loop: explore a space, inspect and interact with the environment, discover clues or objectives, respond to a threat, then unlock the next story beat. I also designed the feedback and pacing around that loop so exploration, narrative discovery and danger reinforced one another.

03 / Story & flow

Writing the journey

I wrote the story and translated it into a playable flow: player goals, scene order, encounter beats, transitions and the rhythm of each reveal. This gave the team a shared view of what the player knows, does and feels at every stage of the experience.

04 / Design documentation

One source of truth in Confluence

I maintained the game-design documentation in Confluence, covering the vision, core experience, core loop, player flow, narrative, mechanics, controls, system rules and encounter notes. It turned design intent into a reference the whole team could use while implementing and reviewing the game.

05 / Production management

Protecting the deadline

I broke the design into clear deliverables, coordinated responsibilities, tracked progress and blockers, and adjusted scope when the schedule became tight. That meant protecting the must-have experience while keeping the five-person team aligned, so Xanthous was completed before the final-project exhibition deadline.

02 / Gameplay

Enter the apartment.

The original gameplay reel is embedded here so the project can be explored without leaving this portfolio. It shows the close-quarters setting, VR interaction and the atmosphere around Jaka's search.

Project footageVideo / YouTube

03 / Project brief

Horror through uncertainty.

After a traffic accident leaves Jaka concussed, he returns to his family's apartment and begins searching for them. The familiar space becomes the game's pressure chamber: enclosed, uncertain and increasingly hostile.

Experience

The VR format brings the player physically close to the environment. Limited sightlines, intimate rooms and direct interaction make every sound or movement feel consequential.

Production

The project was developed as an academic final project and thesis, bringing a five-person team through ten months of design, implementation and iteration in Unreal Engine 4.

04 / Systems

A layered AI stack.

Rather than relying on a single decision model, Xanthous combines several complementary techniques to control state, select actions and react to the player.

01 / Structure

State & behavior

Finite-state machines and behavior trees organize high-level NPC states and the action sequences available within them.

02 / Decisions

Fuzzy & Monte Carlo

Fuzzy logic and Monte Carlo simulation support decisions when the world is uncertain and several actions may be viable.

03 / Awareness

AI Perception

Unreal's AI Perception framework gives NPCs sight and hearing inputs that connect player activity to the decision layer.

Built where gameplay meets intelligent systems.

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