F(r)iend
F(r)iend
Industry
Industry
Industry
Game Design
Game Design
Game Design
Skills
Skills
Skills
Game Ideation
Game Ideation
Game Ideation
Animation
Animation
Animation
Illustration
Illustration
Illustration
UI Design
UI Design
UI Design
Tools
Tools
Procreate
Procreate
Procreate
Figma
Figma
Figma
Photoshop
Photoshop
Photoshop
Timeline
Timeline
Timeline
December 2024
December 2024
December 2024
Honors/Awards
Honors/Awards
Honors/Awards
Bronze Medal for the IGDC Game Development Problem Statement at the Inter IIT Technical Meet 13.0 at IIT Bombay
Bronze Medal for the IGDC Game Development Problem Statement at the Inter IIT Technical Meet 13.0 at IIT Bombay
Bronze Medal for the IGDC Game Development Problem Statement at the Inter IIT Technical Meet 13.0 at IIT Bombay
Skip to Reflections
Skip to Reflections
Skip to Reflections
All about F(r)iend
All about F(r)iend
Background information
Background information
Background information

F(R)IEND, pronounced as fiend is a psychological horror game, based on exploring an algorithmically generated maze of walls.
After considering the direction of the game, the name F(R)IEND seemed fitting, because our game explores psychological and traumatic themes, it contains two alters of the main character one being his current self and the other being his past self which is the root of his distress.
both of them coexist in his mind, the past self living as a fiend but at the end it’s still a part of him and he has to embrace his weakness and befriend his past self by being confronted by him.
F(R)IEND, pronounced as fiend is a psychological horror game, based on exploring an algorithmically generated maze of walls.
After considering the direction of the game, the name F(R)IEND seemed fitting, because our game explores psychological and traumatic themes, it contains two alters of the main character one being his current self and the other being his past self which is the root of his distress.
both of them coexist in his mind, the past self living as a fiend but at the end it’s still a part of him and he has to embrace his weakness and befriend his past self by being confronted by him.


Storyline
Storyline
A boy who is mentally burdened by his past has created a safe space inside his mind where deep down he suppresses those painful memories. He is given a video camera and is forced to re-experience the record of those traumas by diving deeper into his mind where he hallucinates monsters and confronts his past self.
A boy who is mentally burdened by his past has created a safe space inside his mind where deep down he suppresses those painful memories. He is given a video camera and is forced to re-experience the record of those traumas by diving deeper into his mind where he hallucinates monsters and confronts his past self.
This project was done with a team of 3 developers, my role as a designer was to ideate the storyline and connect the mechanisms in a way which makes them relevant to the character’s backstory, I worked to create the cut scene animations which provided emotional depth to the game, along with this I also worked on creating a simple UI system for the game.
This project was done with a team of 3 developers, my role as a designer was to ideate the storyline and connect the mechanisms in a way which makes them relevant to the character’s backstory, I worked to create the cut scene animations which provided emotional depth to the game, along with this I also worked on creating a simple UI system for the game.
Game Flow
Game Flow




The genre of the game is horror, and after the intro animation, the player enters a 3D space, where he picks up a camera.
He goes deeper and enters the procedurally generated maze of walls.
The camera has a battery capacity, which drains slowly when the player explores the dark, the player must collect the batteries throughout the maze before the battery drains out.
The player has to find a total of 4 notes, which contains clues related to his past and act as triggers to generate filters.
With every change in filter, a new pattern of wall gets generated which helps in escaping his hallucinations or the monsters.
the filters triggers the hallucinations which are the major horror elements; VHS, vintage, dithering, pixelated, flow.
the hallucinations include a mannequin and a clown.
slowly as the player explores the 4 notes, a cutscene plays
the cutscene shows the main character running in the maze, in the search of a door to his safe place.
As he enters the door, he gets shocked as he sees his self sitting inside the safe space, where he is confronted by his past self.
The genre of the game is horror, and after the intro animation, the player enters a 3D space, where he picks up a camera.
He goes deeper and enters the procedurally generated maze of walls.
The camera has a battery capacity, which drains slowly when the player explores the dark, the player must collect the batteries throughout the maze before the battery drains out.
The player has to find a total of 4 notes, which contains clues related to his past and act as triggers to generate filters.
With every change in filter, a new pattern of wall gets generated which helps in escaping his hallucinations or the monsters.
the filters triggers the hallucinations which are the major horror elements; VHS, vintage, dithering, pixelated, flow.
the hallucinations include a mannequin and a clown.
slowly as the player explores the 4 notes, a cutscene plays
the cutscene shows the main character running in the maze, in the search of a door to his safe place.
As he enters the door, he gets shocked as he sees his self sitting inside the safe space, where he is confronted by his past self.
The theme of the game visuals is rooted in the use of red and blue, using these together to establish a sense of chaos, turmoil and distortion.
The UI of the game is also kept extremely minimal, in order to give space to experience the game in a more immersive way.
The game is aimed to feel like a movie instead.
The theme of the game visuals is rooted in the use of red and blue, using these together to establish a sense of chaos, turmoil and distortion.
The UI of the game is also kept extremely minimal, in order to give space to experience the game in a more immersive way.
The game is aimed to feel like a movie instead.
Reflections
Reflections
Reflections
This project was done over a span of 1 week, the developers played the part in birthing the game while I provided an emotional narrative to it, It helped me refine my animation skills and also gave me the pressure to make things work even if theres a time crunch, without compromising the quality.
Asset creation and frame by frame animation
Asset creation and frame by frame animation
Importance of storytelling in game design
Importance of storytelling in game design





let’s make something good.

