Field Notes

Horror Craft

13 articles in this thread of the Field Notes.

A desolate cottage illuminated by moonlight, evoking atmospheric fear.
Horror Craft

Creating Fear Without Gore or On-Screen Violence

Explore the art of evoking terror and suspense without relying on gore or explicit violence in the realm of horror games.

13 August 2026 · 2 min read
A shadowy lighthouse looms under a stormy sky.
Horror Craft

How Lighting Techniques Intensify Horror in Games

In horror games, lighting is more than just illumination; it's a tool to manipulate emotions and build tension. Discover how subtle lighting techniques create chilling atmospheres.

30 July 2026 · 3 min read
A dimly lit lighthouse standing against a stormy sky
Horror Craft

How Save Systems Shape Tension and Dread in Horror Games

Save systems in horror games are more than a simple feature. They influence the tension and dread players feel, shaping their entire experience.

23 July 2026 · 2 min read
A foggy jetty leading to a mysterious lighthouse
Horror Craft

How Diegetic Inventory Deepens Immersion in Horror Games

Diegetic inventory in horror games blurs the line between interface and experience, enhancing immersion and amplifying fear through seamless narrative integration.

16 July 2026 · 3 min read
A dark and silent crypt in a horror game
Horror Craft

Harnessing Silence in Horror Games

Silence in horror games can be more terrifying than loud noises. Discover how this absence is used to create suspense and fear.

6 July 2026 · 2 min read
A foggy lighthouse seen from the lamproom
Horror Craft

Why Fog is an Effective Tool in Horror Game Design

Fog shrouds the world in mystery, heightening tension and fear. It's a perfect atmospheric device in horror games, enveloping players in the unknown.

30 June 2026 · 2 min read
A lit cottage window at Cape Mourn, with something waiting just outside the glass.
Horror Craft

Psychological Horror vs Jump Scares: What Actually Frightens Players

One makes you flinch for a second. The other follows you to bed. Here is how dread and shock really differ, and why a game needs both.

17 June 2026 · 4 min read
The lamp room of the Cape Mourn lighthouse, the great lamp burning against the night.
Horror Craft

Light and Darkness as a Survival Horror Mechanic

Every player already believes that light means safe and dark means danger. Survival horror turns that belief into a system with a price.

10 June 2026 · 4 min read
The crypt beneath the chapel at Cape Mourn, an altar lit by a single red glow.
Horror Craft

The Sound of Dread: Audio Design in First-Person Horror

Players think they are scared by what they see. Most of the time they are scared by what they hear, or by the moment the sound stops.

20 May 2026 · 4 min read
The great lamp burning in the Cape Mourn tower, the resource that must not go out.
Horror Craft

Why Scarcity Is Scary: Resource Management in Survival Horror

Give a player plenty and the horror evaporates. Take it away one unit at a time and every small choice becomes a source of fear.

13 May 2026 · 4 min read
The ruined chapel at Cape Mourn, broken columns standing against the storm.
Horror Craft

Setting as Character: Why the Place Makes the Horror

The monster gets the poster, but the place does the work. A great horror setting is an antagonist that never has to move.

6 May 2026 · 3 min read
The jetty at Cape Mourn at the start of the night, the storm gathering over the water.
Horror Craft

The Slow Burn: Pacing Tension Across a Night of Horror

Relentless terror stops being terror within minutes. Real fear has a rhythm, and the quiet stretches are doing more work than the loud ones.

29 April 2026 · 4 min read
Something half-seen in the dark of the Cape Mourn crypt, lit by a single red glow.
Horror Craft

Designing a Monster You Rarely See

Show the monster too early and the fear has a ceiling. Keep it just out of sight and the player will build something far worse than you could.

15 April 2026 · 4 min read