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The Monkey Paw

Horror
  • Role: Lead Game Designer 

  • Engine: Unity 

  • Platform(s): PC (Windows) 

  • Development Time: 4 months 

  • Genre(s): Prototype(s) – Horror, Decision Based Outcomes, Short Story 

  • Mode(s): Single-Player 

  • Release: December 2022

Theme and Setting

The Monkey Paw is a single-player, narrative-driven horror game developed in Unity for PC. Inspired by the classic short story by W.W. Jacobs, the game explores the chilling consequences of tampering with fate through a cursed artifact that grants three wishes—with devastating results. Designed as a playable short story prototype, the experience is compact, emotionally intense, and morally complex.
“Three wishes. One paw. Endless regret.”
Players are handed power over fate in the form of a monkey’s paw—but every desire comes with a cost. As the story unfolds, each choice drags the player deeper into supernatural dread, emotional grief, and irreversible consequence.

Core Gameplay

  • Choice-Driven Narrative: Dialogue and actions shape the story’s outcome.

  • Exploration: Investigate a haunted household rich with history and mystery.

  • Moral Dilemmas: Choose to use or resist the paw’s power. Each wish reshapes the world—with consequences.

  • Psychological Horror: Tension builds through silence, suggestion, and sorrow rather than jumpscares.

Conceptual Development:

  • Led the ideation and thematic foundation of the game, establishing its focus on dark desires, consequence, and moral ambiguity.

  • Chose and adapted the short story The Monkey's Paw into a branching interactive narrative, translating a linear literary work into a replayable, choice-driven experience.

  • Defined the core emotional tone (regret, dread, unease) and horror elements, emphasizing psychological over visual horror.


Gameplay Systems Design:

  • Developed a voice command mechanic (via Resemble.ai integration) to allow speech-based decision-making, improving immersion and accessibility.

  • Led implementation of non-linear progression, choice consequence systems, and scene transitions based on wish paths.

  • Designed interactive elements like chess gameplay, dialogue gating, and scene-specific outcomes for replay value.


User Experience & Onboarding:

  • Designed tutorial flow and scene-based onboarding (e.g., chess match as metaphor/introduction).

  • Balanced player guidance vs. freedom, ensuring choices are meaningful but never overwhelming.


Artistic Direction & Environment Design:

  • Directed the Victorian-era setting, guiding asset selection to match the thematic tone (e.g., environment, furniture, props).

  • Curated asset libraries and managed art team contributions, including characters and interiors from the Unity Asset Store.


Collaboration & Management:

  • Led a multidisciplinary team:

  • Managed a narrative designer, developer, and animator.

  • Coordinated story integration, art alignment, and QA/testing phases.

  • Used Miro and Box Drive for project organization and milestone tracking

Quality Assurance:

  • Conducted playtesting and iteration based on narrative pacing, emotional beats, and technical flow.

  • Adjusted dialogue flow, scene logic, and wish consequences based on player feedback to ensure engagement and emotional payoff.

My Role as Game Designer

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