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Paper ID:IJSREM68092

House of Fear

Stream/Area:

-

Subject:

-

Paper ID:

IJSREM68092

Volume:

10 |

10 |

Oct 2026

Pages:

1-7

Publication Frequency:

Monthly (12 issues per year)

DOI
Digital Object Identifier
Not assigned

License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.

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Authors

AS

Aditya Sonwane

Department of Computer Science

Patkar College

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RN

Rahul Naik

Department of Computer Science

Patkar College

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Abstract

Video games have developed into interactive digital experiences that combine exploration, decision-making, artificial intelligence, environmental design, sound, and real-time player interaction. Horror escape games use these elements to create suspense while encouraging players to observe their surroundings, solve problems, and make decisions under pressure. This paper presents the proposed design of House of Fear, a single-player 3D horror escape game in which the player is trapped inside a mysterious house and must find a way to escape. The game focuses on exploring rooms and corridors, discovering clues, collecting useful items, solving puzzles, unlocking doors, and avoiding a hostile enemy. The proposed system brings together player movement, enemy AI, item collection, puzzle mechanics, house exploration, hiding, object interaction, audio and lighting, and game-state management. These modules are intended to function as one connected gameplay experience rather than as isolated features. The development approach uses Unity as the game engine and C# for gameplay programming. Primary research may be conducted through questionnaires, observation, and playtesting to gather feedback about controls, puzzle clarity, enemy behaviour, atmosphere, and overall engagement. Secondary research considers game-design principles and player motivation, including exploration, achievement, competence, autonomy, and immersion. Actual evaluation results should be added only after playtesting has been completed. The objective is to create a suspenseful and understandable escape experience while demonstrating practical concepts in game development, artificial intelligence, interactive 3D environments, and software-system integration. The proposed design can be expanded in the future with additional rooms, puzzles, enemy behaviours, difficulty settings, and story elements.

KEYWORDS

Horror escape game Unity C# enemy AI puzzle system 3D environment item collection player interaction survival gameplay.

Cite This Article

Aditya Sonwane, Rahul Naik, "House of Fear," International Journal of Scientific Research in Engineering and Management, vol. 10, no. 10, pp. 1-7, Oct 2026.

Full Article/Conclusion

This paper presents the proposed design of House of Fear, a single-player 3D horror escape game focused on exploration, puzzle-solving, survival, and enemy AI. The player must investigate a mysterious house, collect useful items, discover clues, solve puzzles, unlock doors, and avoid a hostile enemy in order to escape. The proposed system integrates player movement, enemy behaviour, puzzle and item management, house exploration, interaction, audio and lighting, and game progression into one connected gameplay loop. Unity and C# provide the development environment for implementing these systems. The project offers practical experience in interactive game design, programming, 3D environment construction, and system integration. The quality of the completed game should be assessed through technical testing and actual player feedback. Future development may introduce additional environments, more advanced enemy behaviours, extra puzzles, and expanded story elements. By combining suspense with understandable objectives and responsive interactions, House of Fear aims to provide an engaging horror escape experience while demonstrating applied computer science and game-development concepts.

References

[1] Yee, N. “Motivations for Play in Online Games.” CyberPsychology & Behavior. Relevant to player motivation, achievement, social interaction, and immersion. [2] Ryan, R. M., Rigby, C. S., & Przybylski, A. “The Motivational Pull of Video Games: A Self-Determination Theory Approach.” Motivation and Emotion, 2006. [3] Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. Research on player motivation and game enjoyment. [4] “Individual differences in motives, preferences, and pathology in video games: The Gaming Attitudes, Motives, and Experiences Scales (GAMES).” Frontiers in Psychology. [5] Unity Technologies. Unity Manual and Scripting API documentation. https://docs.unity3d.com/ (accessed during project development as applicable).

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Publication Date

10/19/2026

Peer Review Type

Double-Blind Peer Review

Review Rounds: 2

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Conflict of Interest

The authors declare no conflict of interest related to this research work.

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