DESIGNING FEAR: A
PRACTICAL APPROACH TO HORROR GAME DESIGN FOR INDIE DEVELOPERS
By Huseyin Onur, Founder of Tyrosine Games H
orror is one of the most effective genres in games because it gives responsibility to the player. In a film, fear is observed. In a game,
fear is entered. The player chooses to walk down the hallway, open the door, inspect the sound, or continue moving when every instinct says to stop. That interaction changes how horror should be
designed. It is not only about frightening images or sudden moments. It is about shaping what the player expects, what they understand, what they cannot see, and what they believe might happen next. For indie developers, horror can be a practical
genre because fear does not always depend on scale. A small team may not be able to compete with larger productions in terms of content volume, but it can still create strong tension through pacing, atmosphere, lighting, sound, and vulnerability.
FEAR BEGINS
BEFORE THE SCARE A common mistake in horror design is treating fear as the scare itself. Jump scares can
36 | MCV/DEVELOP September/October 2026
be effective, but only when they are supported by tension. If they are repeated too often, they become predictable and lose impact. Strong horror usually starts before anything
happens. The player should feel that something could happen. That feeling of uncertainty is often more powerful than the actual event. A quiet room, a half-open door, a distant sound, or
a light at the end of a hallway can create fear because the player begins to imagine what the game has not yet shown. This is one of the greatest strengths of interactive horror: the player’s imagination becomes part of the design. For small teams, this is important. You do not
always need to show more. Sometimes you need to show less, but with better control.
LIGHTING SHOULD GUIDE, NOT JUST HIDE Darkness is often used in horror games, but darkness alone is not design. If a level is too dark, players may become frustrated rather than frightened. They need enough visual information to understand where they are, while still feeling uncertain about what surrounds them. Good horror lighting controls attention. A small warm light can pull the player toward a specific
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