The Black Rose


C# Programming

Sound & Music Design

Project Management

Engine: Unity

Music Software: FL Studio

Timeframe: 7 weeks

Platform: PC

Team Size: 12

Date: June 2019


The Black Rose is a first-person, psychological horror experience set in a bar named 'The Black Rose'.

You, the player, are going on date, but as it turns out, the bar is a lair owned by a demonic creature who punishes people that commit infidelity; your character being one of them.  

Over the course of the game, the player will discover their own dark secret as well as the true nature of the bar by interacting with objects, exploring and discovering notes.


Sound Design: handled sound design, music composition and audio scripting

Gameplay Scripting: I helped to build gameplay events and did assisted with UI scripting.

Project Owner: helped to manage and guide the team's priorities and layout of the project schedule.


Themes and Key Words: Dating, Demonic, Infidelity and Ominous

Our primary goal was to build a narrative based horror game that didn't rely on jump-scares and that focused more on story-telling and atmosphere to unnerve our players.


Event Breakdown

Sounds before sight. Noise subtly alert player.

Reveals point of interest. Player spots man around the corner

Where they hear the man's breathing noise

One of the events I designed was the 'Man Encounter'.

The player encounters a man who is standing face to the wall.

His unsettling breathing noises and glitchy animations create a sense of unnaturalness and unease.

When the player is close enough, the lights above him go out and he vanishes. The experience is intended to be unexpected and act as the starting point where the player really starts to have more direct encounters with the supernatural elements of the bar.

Walking distance gives time and anticipation. 

Sudden event occurs. Release and increases tension.

Where they see the man from around the corner


The Ambience Manager uses coroutines to control fading layers in and out between as the player walked between different rooms

The Music Manager held all the functionality for playing and fading music layers. These were mostly called from event triggers

Random audio container that takes in an array of audio clips


There were many issues with the Resonance Audio Plugin. As a solution and additional challenge, I wanted to build my own reverb behaviour, using a lerp to smoothly change between reverb states.

I setup a list of float variables to represent parameters on the reverb filter components that I wanted to change between rooms. 

Using a coroutine, I then lerped the current value to the desired value.

Functions above will call this coroutine, inputting the correct values.

Trigger boxes are then set at the entrance of each room to call the transitions when the player enters them. 


KEYWORDS: Heavy, Atmosphere, Dissonant, Isolation

GOAL: Our objective was to focus more on atmosphere and a balance between feeling isolated yet not alone. It was of course, also important for the sounds to feel convincing and as if they were naturally occuring in the world.

SOUND DESIGN: The workflow consisted of a lot of field recording - particularly of item movements like doors, paintings, creaks, scratches and ambiences. This was combined with a lot of sound libraries and audio processing techniques.

Although it was possible for me to work from home, I wanted came in to school everyday, as face to face communication and feedback is always more ideal.

MUSIC: For composing the music elements, I relied on libraries and patches for instrumentation, and after deciding on a key, built up layers of pads, ambiences and music elements that could be used in a variety of situations throughout the game, along with some more specific music bits for special/planned events.



This project was our introduction to the agile work method. 

Every morning, we would start with a stand up, detailing what tasks we worked on yesterday, what we are going to work on today and if we have any blockers.

We all agreed to flex hours of 10:00 - 16:00, however were encouraged to work roughly 6-8 hours a day (unless sick or had urgent matters to attend)

To help organise the project (once our game direction was settled) I set up a game sequence board to propose to the team, detailing what each loop could contain. Information ranged from assets,aesthetics/feeling to events and specific behaviours that we needed.

A project schedule was also laid out, along with a priority list for the last two weeks of our polish stage. 

We were also constantly iterating on this as the project's needs changed over the weeks.