Comedy Horror · Team Project

Boom! Haunted

A comedy-paranormal adventure about a dramatic ghost and the world's most clueless NPC — team-built game design and 3D modeling, plus a solo UI/UX pass now in usability testing.

Role Game Design, 3D Modeling, Narrative, Voice Acting, UI/UX Design
Engine Unity
Tools Blender · C# · Mixamo · Figma
UI Status Wireframes complete, playtesting now
Comedy Horror 3D Modeling Narrative Design Voice Acting Game Design UI/UX Design Usability Testing

About the Game

You play as a dramatic, over-the-top ghost trapped in a tiny haunted room with the world's most clueless NPC — Timmy. Your only goal? Haunt him. Annoy him. Possess him. Make sure he knows he's not alone… even if he desperately wishes he was.

Explore the room, pick objects to possess, and unleash chaotic hauntings just to watch his reactions spiral. Enjoy the pure, stupid, delightful haunting energy.

It's spooky, it's silly, it's unhinged, and every scare comes with a punchline that hits harder than Timmy's mom's roasts.

My Contributions

Designing the Interface

The player is the ghost, so the UI needed a subtle ghostly, playful character rather than reading as a generic game menu. The first pass was a rough flow sketch mapping every screen the player would move through: title, a brief tutorial beat, the haunting intro, two in-room exploration states tied to a hauntings meter, a game-over screen, and post-game dialogue. Even at this stage the team was editing its own language in real time — an early "hooray you did it!" was flagged in the margin for a better word before it ever reached a wireframe.

The panel shape that carries the title, and later the win/fail states, has hand-drawn wriggly edges on all sides — an early version only wriggled on two sides and got sent back for revision, along with the button color, which went through a real debate between red, wood, and blue before landing on a warm khaki that reads calmer against the near-black background.

Boom! Haunted title screen with a smoky, wriggly-edged ghost panel reading 'BOOM! Haunted' and a khaki Play button
Title screen — ghost-shaped panel, khaki Play button, volume toggle kept clear of the panel.
Countdown screen with a glowing number 3, an empty scare meter, tries counter, and timer already visible
Countdown — HUD is visible but the meter stays empty by rule until play actually starts.
Controls overlay with a press-E-to-fly prompt and arrow key movement hints anchored to the corners
Controls overlay — input hints anchored to the corners so they don't sit on top of the scene.
Mid-game HUD with the scare meter partially filled and two of five tries used
Mid-game HUD — scare meter and tries positions were swapped after a review pass for clearer left-to-right reading.
Pause screen with the background blurred and a dark Quit button and khaki Retry button
Pause — the ghost panel is dropped here on purpose; pausing suspends the diegetic frame instead of sitting inside it.
Win state screen reading 'Haunt Successful!' inside the same wriggly ghost panel used on the title screen
Win state — reuses the title screen's panel shape to bookend the loop, with a Replay CTA.

I led the visual and interaction design, working from the team's early flow sketches and informed by usability heuristics like visibility of system status. I used AI-assisted tools (Claude Design) to accelerate mockup production, directing and refining every generated screen — final design decisions, creative direction, and refinement were mine.

Where this stands: the core wireframe flow is complete end to end — title through win/fail states. It hasn't been in front of anyone outside the team yet; a first outside playtest is happening now, watching specifically for whether the controls overlay reads clearly and whether the comedy timing lands with people who didn't build it.

3D Character Modeling Process

Timmy's character model — built from scratch in Blender, progressing from reference sketch to final low-poly model.

Early Exploration

Head sculpt on reference sketch Reference + Head Sculpt
Head topology close-up Head Topology
Early blockout wireframe Body Blockout

Refinement

Full body wireframe Wireframe Detail
T-pose full body T-Pose Model
Refined full body model Refined T-Pose

Final Model

Hair sculpt close-up Hair Sculpt
Torso topology detail Hair Details
Final model with color Final — With Color

The Team

Lavanya Chatel

Game Design, Environment Design, 3D Modeling, Narrative, Sound Design, Voice Acting

Sana Afreen

Game Design, 3D Modeling, Narrative, Voice Acting

Aqeel Akbari

Game Design, Programming, Interactions, Unity Implementation, Voice Acting

Reflection

What I'd do differently: bring outside playtesters in earlier for the comedy timing specifically. We tuned Timmy's reactions and the haunting beats against our own sense of humor as a team, and jokes that land with the people who built them don't always land with someone seeing it cold. A few rounds with friends outside the project would have told us which beats actually needed the punch-up.