Gloomstalker

Screen capture of player on initial game screen.
Gloomstalker was a short horror exploration game developed during my studies at Cal State East Bay, created in collaboration with Jessica Villanueva, Adrian Casarez, and Bulli Sot. Built in JavaScript using the p5.js library, the project was inspired by minimalist horror titles such as FAITH, aiming to recreate the unsettling tension of retro horror through simple visuals and player-driven discovery. Players navigated a dark, forested environment across multiple screens, gathering items and courage to ultimately confront a stalking monster. The objective for our team was to create a concise, atmospheric experience that balanced fear, tension, and player agency within a small-scale interactive project.
As the lead programmer, I was responsible for developing the core gameplay systems, implementing visual and sound assets, and ensuring the overall flow of the player experience. This included handling scene transitions, collision logic, and interaction events that defined how the player explored and survived. I also contributed to creative direction; establishing pacing, tone, and mechanics, while collaborating closely with teammates to integrate visual art and sound design cohesively.

Hiding is considerably more effective than flight at this stage.
I structured the game around a series of screen-based environments, using p5.js to implement player movement, object interactions, and scene transitions. The design emphasized risk and reward—players could linger in danger zones to collect key items or move quickly to avoid the monster, creating tension and pacing.
Collaborating with Jessica Villanueva, Adrian Casarez, and Bulli Sot, I compiled visual assets, integrating both team-drawn graphics and sprites from FAITH (appropriately credited) into the game environment. I also handled sound design, selecting and implementing music and ambient cues to heighten unease and underscore key moments of suspense.

Screen capture of player facing monster on final screen.
Gloomstalker demonstrates how simple, code-driven environments in p5.js can evoke atmosphere and tension through careful design, player interaction, and integrated sound and visuals.
In reflection upon this project, I think my greatest achievement was getting a crowd of university students to gawk and hide their eyes in presentation. There is a feeling of tension that guides your risk reward loop in this game I love, that solidifed my belief in my design skills. Considering what to improve on, I felt this project had a high reliance on borrowed assets, fine for an academic setting but something I quickly moved beyond in later work.
Credit for External Resources used in Project
- Certain sprites and music for this academic project originate from FAITH, acknowledged here and in the original submission.
- Background image for site and inspiration for monster from illustration of John Tedrick.