Horror & Atmosphere
How to Make a Horror Game
Design fear that players choose to face. Nine practical lessons on vulnerability, believable worlds, unseen threats, and meaningful agency.
16 pages · 19 min read · PDF

Vertex Arc / Resources
Short guides to designing, building, and finishing games. Written by Vertex Arc, with examples and exercises you can try in your own project.
Horror & Atmosphere
Design fear that players choose to face. Nine practical lessons on vulnerability, believable worlds, unseen threats, and meaningful agency.
16 pages · 19 min read · PDF
Prototyping
Turn a promising idea into a small, testable game. Find the loop, control scope, learn from players, and decide what deserves production.
17 pages · 16 min read · PDF
Design & Feedback
Make movement, combat, and interaction feel intentional. Tune the relationship between input, motion, camera, animation, sound, and impact.
15 pages · 14 min read · PDF
Unity & Performance
Find the actual bottleneck and make measured improvements. A practical Unity field guide to rendering, simulation, memory, loading, and platform budgets.
19 pages · 17 min read · PDF
Production & Release
Finish a game you can stand behind. Define a useful minimum, build complete slices, cut with purpose, manage bugs, and prepare a dependable release.
17 pages · 16 min read · PDF