Endless Corridor WIP




Psychological Horror as an Educational and Narrative Medium: A Gamified Learning Approach


Psychological horror games rely on environmental storytelling, dynamic audio, and minimal yet effective interactions to evoke fear and curiosity. However, beyond entertainment, horror as a genre has untapped potential in educational spaces—using tension, uncertainty, and engagement to reinforce learning. By leveraging Unreal Engine’s Blueprints system, this project aims to explore the intersection of immersive game design and interactive education, developing a psychological horror experience that also serves as a learning tool.

The objective of this independent study is to design and develop a short psychological horror game that incorporates gamified learning mechanics, reinforcing knowledge retention and problem-solving skills. Inspired by Silent Hill P.T. (2014), the project will utilize environmental storytelling and atmospheric tension to subtly integrate educational elements—such as historical analysis, cognitive puzzles, or psychological theory—without disrupting immersion. For example, players may uncover fragmented narratives that align with real-world psychological case studies or solve spatial reasoning challenges inspired by cognitive science.

Unlike standard coursework in interactive media, this project provides a hands-on opportunity to build a fully playable, standalone game while also investigating how horror-based engagement can enhance learning outcomes. Through research in cognitive psychology, interactive storytelling, and immersive learning design, we will develop mechanics that encourage active problem-solving and reinforce complex concepts through exploration and tension. This approach not only aligns with game development industry practices but also contributes to emerging discussions in experiential learning and serious games research.

By the end of the semester, we expect to have a well-designed, playable horror game with embedded educational mechanics. Additionally, we will create detailed documentation analyzing our approach, contributing to academic discussions on game-based learning and affective engagement. We aim to submit the project to game festivals, tech demos, or educational research conferences, as well as consider distribution on platforms such as the Epic Games Store. Ultimately, this study will serve as a case study in how psychological horror can function as a vehicle for deeper engagement with complex subjects, bridging the gap between entertainment and education in game design.


The Level Layout



The Environment and Props



Project Kickstarting, Initial Planning and Sketches

Collaborative Partner
Rithvik Poddutur
Project Advisor
Prof. Adam Meyers
Contribution
Environment Design, Level Blueprint Scripting, Game Logic and Planning


2024 Chatrin Samanchuen
All rights reserved
Chatrinsamanchuen@gmail.com
New York City, NY