Game Development

Unfamiliar

A third-person horror-stealth game exploring a child's fear of the unknown. Navigate your siblings' rooms, avoid toy-monster enemies, and recover the pieces of your missing teddy bear.

UnityC#AI SystemsGame DesignProducerProgrammer
Unfamiliar hero

At a glance

8

Team size

6 + Boss

Enemies

4

Levels

PC

Platform

Poster

Unfamiliar official poster

Gameplay footage

Gameplay clip 1
Gameplay clip 3
Gameplay clip 4

Overview

Unfamiliar was developed as a university team project at Brock University under the studio name Gremlin Games. Eight developers built the full game — design, art, and code — over a semester.

The game centres on Alex, a child who sneaks through siblings' rooms to recover pieces of a missing teddy bear. Each room is populated by grotesque toy-monster enemies: corrupted dolls, telephone cars, yo-yo trolls, and stuffed animals brought to life.

I served in a dual role as Producer and Programmer — coordinating the team across all departments while directly building core gameplay systems, utility scripts, and contributing to AI.

Boss

The final boss is a massive corrupted toy that serves as the culmination of Alex's fear. It cannot be harmed until all three teddy bear pieces have been recovered and reattached — forcing the player to complete the full stealth gauntlet before the confrontation begins. Once vulnerable, the boss tests everything learned across the four levels.

Final boss — only vulnerable once all three teddy parts are attached

Enemy concepts

Enemy designs by the Gremlin Games art team. Phillip implemented the AI behaviour for one enemy type and contributed to the modular AI architecture.

Car centipede enemy
Car centipede
Rattle snake enemy
Rattle snake
Spider cat enemy
Spider cat
Telephone enemy
Telephone enemy
Troll doll enemy
Troll doll
Troll snake enemy
Troll snake

HUD assets

Two of the core HUD elements I helped implement — the Fear/Bravery bar that governs Alex's emotional state throughout each level, and the teddy piece tracker that shows which collectible parts have been recovered.

Fear/Bravery bar UI
Fear/Bravery bar

The bar runs from a tragedy mask (high fear) to a crowned comedy mask (full bravery). Fear rises when detected by enemies; bravery is earned by defeating them.

Teddy bear piece tracker

The teddy piece tracker displays the three collectible parts — button eye, paw, and leg — that Alex must recover across the levels to unlock the final boss.

What I built

Utility scripts

Built a suite of reusable utility scripts used across the project: UI controllers, pickup and collectible systems, checkpoint logic, popup and notification handlers, VFX setup, cutscene triggers, and scene management.

Level manager

Designed and implemented the level manager — handling scene transitions, level state persistence, and progression tracking across all four levels.

AI contribution

Collaborated on the modular AI architecture and directly implemented the full behaviour system for one enemy type — patrol, detection, chase, and idle states.

Fear / Bravery system

Fear builds when the player is detected or fails a stealth check. At high fear, the player moves faster but deals less damage. Bravery is earned by defeating powerful enemies and briefly grants boosted damage and a one-hit death save.