Introduction: Why âGrasslandâ Instead of âForestâ?
When it comes to horror game settings, most people think of dark forests, abandoned hospitals, or eerie mansions. But we chose a less common settingâgrassland.
Why? Because grassland is actually more terrifying.
In a forest, you can at least hide behind trees. In a hospital, you can hide in rooms. But on an open grassland, thereâs nowhere to hide. You can see far, but that also meansâthe hunter can see you too.
This feeling of ânowhere to escapeâ is exactly the fear we wanted to create.
Visual Design
Eternal Night
Bear Doom was originally set in the morning.
But after testing, we found that the morning grasslandâŚwas too peaceful. Sunlight on the grass, gentle breezeâit felt like a picnic, not a survival scenario. This wasnât the feeling we wanted.
So we changed it to eternal night.
This change had two reasons:
- Humans instinctively fear darkness - Itâs in our DNA
- Real bear attacks often occur at night - This adds realism
The eternal night setting instantly elevated the gameâs horror by several levels.
Street Lamps: Traps Disguised as Hope
In complete darkness, people instinctively seek light sources. Light represents safety, represents hope.
So we placed street lamps in the eternal night grassland.
The street lamps are visual cues guiding players to the exit. When youâre lost in the darkness, distant lights tell you where to go.
But hereâs the trap: street lamps randomly go out.
Imagine: youâre running in the dark, you see light in the distance, hope rises in your heart. But just as youâre about to reach it, that lamp suddenly goes out. Plunged back into darkness, with footsteps closing in behind youâŚ
Asphalt Road: Fusion of Modern and Wild
Besides grassland and street lamps, we also added an asphalt road.
This road blends modern civilization with wilderness elements. It gives players a clear sense of direction while creating an eerie contrastâwhy would there be a modern asphalt road in a desolate grassland?
This âsense of incongruityâ actually increases the gameâs mysterious atmosphere.
The Cabin: Exit, or�
The playerâs goal is to reach the cabinâthe gameâs exit.
But as mentioned in the worldbuilding design, the cabin is not just an exit. As for what it really isâŚlet the players discover for themselves.
Sound Design
Environmental Sounds
Bear Doomâs sound design aims to create an immersive horror experience:
- Wind - Wind blowing across the eternal night grassland
- Grass rustling - Sound of grass as the player moves
- Footsteps - Different sounds for walking and running
- Bear roaring - Warning when the bear approaches
- Forest ambience - Background sounds for atmosphere
BGM
The background uses horror-style piano music.
But thereâs an interesting design here: when the player uses the time stop skill, the BGM suddenly becomes quieter. This design makes the skill effect more prominent, creating a feeling of âtime frozenâ.
Special Loading Screen Design
We made a special design for the loading screen: no BGM, only typewriter sounds.
Combined with real bear attack cases displayed on screen, this minimalist sound design actually creates an unsettling atmosphere. Players start feeling fear while waiting for the game to load.
Accidental Discovery: Fog Effect
This is our favorite development story.
During development, we encountered performance issuesârendering the entire grassland was too demanding on hardware. To solve this problem, we decided to add fog effects to limit rendering distance.
The result?
The game became more terrifying.
Fog limited the playerâs vision, unable to see far. Not knowing where the bear is, not knowing where the exit is. This fear from âthe unknownâ is more effective than any jump scare.
Sometimes, the best designs come from accidental discoveries.
Three Core Elements of Atmosphere Design
Through Bear Doomâs development, we summarized three core elements of horror atmosphere design:
1. Visual
Eternal night, fog, light-dark contrast of street lampsâvisuals are the most direct elements affecting player emotions. What players see is what they feel.
2. Sound
Wind, footsteps, bear roaringâsound creates âpresenceâ. Even if you canât see the enemy, you can âhearâ it approaching.
3. Game Mechanics
Ever-following bear, randomly extinguishing street lamps, vision-limiting fogâgame mechanics determine player behavior, behavior affects emotions.
These three elements are indispensable and need to work together. Visuals alone arenât scary enough, sound alone isnât enough either. Only when all three combine can you create a truly suffocating horror atmosphere.
Conclusion
Thereâs no standard answer to atmosphere design. Different games have different needsâwhat to limit (vision, information, ability) depends on what kind of experience you want to create.
But one thing is certain: the best designs often come from accidents.
We added fog originally to solve performance issues, but it ended up making the game more terrifying. Sometimes, limitations are sources of creativity.
If youâre also developing a horror game, donât be afraid to experiment. Let friends playtest, observe their reactions. Youâll have many unexpected discoveries.
After all, thatâs how our game became scary, step by step.
âFear doesnât come from what you see, but from what you imagine.â
â PCS Gaming Studio