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Do You Know the Man with the Umbrella?

Psychological Horror • Unity • PC • In Active Development

You can download the latest playable build or watch a full gameplay walkthrough to explore the project in detail!

ROLE

  • Game Designer

  • Narrative Designer

  • Audio Designer & Composer

  • Team Lead

  • Gameplay Programmer

DESCRIPTION

 Do You Know the Man with the Umbrella? is a first-person psychological horror game inspired by the PlayStation 1 era. Explore a decaying apartment building as reality slowly unravels around Daniel, haunted by a mysterious figure carrying a black umbrella.

ABOUT DEVELOPMENT

 Originally developed as a university graduation project, the game is now evolving into a full release. Throughout development, the team continuously prototyped and refined gameplay, level flow, narrative, and atmosphere through playtesting and iteration, with a strong focus on psychological horror driven by environmental storytelling, lighting, and sound.

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GENRE

Psychological horror, retro

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PLATFORM

PC

YEAR

2025-2026

  My Contributions

  • Game Design & Team Leadership: Defined the core vision of the project, designed gameplay flow and pacing, and coordinated the overall development process as team lead.

  • Narrative Design: Wrote the story, dialogue, environmental storytelling, and narrative documents, shaping the game's psychological themes and progression.

  • Gameplay & UI Documentation: Created detailed design documents for core mechanics and selected UI systems to ensure clear implementation for the team.

  • Audio Design & Music Composition: Composed the original soundtrack, created all sound effects, and implemented the complete audio pipeline in Unity using FMOD, with a strong focus on atmosphere and psychological tension.

  • Lighting & Visual Direction: Set up scene lighting in Unity and designed all post-processing effects to achieve a VHS-inspired horror aesthetic.

  • Technical Implementation: Implemented audio systems, lighting setups, and post-processing directly in Unity, and contributed to gameplay scripting and integration of mechanics.

Developer Commentary Walkthrough

A narrated gameplay presentation showcasing the complete playable demo, with commentary covering the game's systems, atmosphere, and creative direction.

Voice-over by Kseniya Prykhodzka

Narrative design

Full Game Scenario

 This document presents the complete narrative scenario of the full game, detailing the story, characters, and psychological themes surrounding Daniel and the Umbrella Man. At the current stage, development focuses only on a small fragment of this scenario, which is being used as a playable demo to test core mechanics, atmosphere, and narrative delivery.

Prototype Scenario

 This document contains the complete narrative scenario for the playable prototype created for the university graduation project. Designed as a vertical slice of the full game, it introduces the core story, gameplay mechanics, and atmosphere. The entire scenario has been fully implemented in Unity and is available in the current playable version.

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AUDIO DESIGN

I was responsible for the full audio pipeline of the project, including sound design, music composition, and in-engine implementation. All sound effects and the original soundtrack were created by me using Ableton Live. I also handled the complete FMOD integration, implementing SFX and music systems directly in Unity, setting up events, parameters, and transitions to support gameplay states such as exploration, light-following sequences, chases, and QTE moments.

MUSIC

Main themeDmytro Kabakchei
00:00 / 01:36
You Keep the Rain Away Dmytro Kabakchei
00:00 / 02:09
Menu ThemeDmytro Kabakchei
00:00 / 01:58
You Keep the Rain Away(vinyl version)Dmytro Kabakchei
00:00 / 02:09

AUDIO EFFECTS

Below is only a small selection of the sound assets I created for the game. The number of sound versions created is indicated in brackets.

Pick Up Sound (six versions)
00:00 / 00:00
The sound of completing a quest(three versions)
00:00 / 00:04
Umbrella Man appereance sound
00:00 / 00:03
Heartbeat sound
00:00 / 00:15
House ambient
00:00 / 01:54
Daniel voice line (six versions)
00:00 / 00:04
Knocking sound (three versions)
00:00 / 00:02
Turning off the light(six versions)
00:00 / 00:00
Turning on the light
00:00 / 00:00
Breathing of a man with an umbrella
00:00 / 00:34
Player footstep sound(six versions)
00:00 / 00:00
The voice of Lester, Daniel's neighbour (six versions)
00:00 / 00:04
Throwing an object
00:00 / 00:00

Concept art

These character concepts were created in Adobe Photoshop during the early stages of development to establish each character's visual identity, personality, and proportions. They later served as the primary reference for the final 3D character models implemented in Unity.

Daniel — Main Character

Concept Art

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Final In-Game Model

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Lester — Daniel's Neighbor

Concept Art

Lester_concept.png

Final In-Game Model

Screenshot 2026-07-16 174917.png

Suspicious Man with a Knife — Enemy NPC

Concept Art

knife_man_concept_art.png

Final In-Game Model

Screenshot 2026-07-16 175338.png

Man with the Umbrella - NPC

Concept Art

Umbrella_man_concept.png

Final In-Game Model

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UI

 The user interface was designed in Figma to define the layout, functionality, and player experience. These mockups served as the primary reference for both the Unity implementation and the final UI assets created in Adobe Photoshop.

Title Screen

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Loading Screen

Main Menu

Figma prototypes of the game's main interface, including the Title Screen, Main Menu, Settings, and Pause Menu.

Settings

UI Implementation Showcase

Demonstration of the final user interface implemented in Unity, including the Title Screen, Main Menu, Settings, Loading Screen, and Pause Menu.

Figma mockups created for the electrical panel QTE, defining the interaction flow and visual feedback for implementation in Unity.

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QTE Implementation Showcase

Demonstration of the fully implemented electrical panel QTE in Unity, showcasing the final interface, interactions, animations, and player feedback.

Visual Effects 

Created and implemented environmental visual effects in Unity using the Unity Particle System to enhance the game's atmosphere, player feedback, and psychological horror experience.

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