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DON'T BE AFRAID 2

 

A first-person horror game and a sequel to the 2020 title of the same name.

Step into the shoes of David, a young man trying to cope with a horrific childhood trauma, and dive deep into his fears and nightmares.

Relive the darkest moments of David’s life as you explore terrifying locations, gather clues about his past, and solve puzzles left behind by a deranged murderer playing with his sanity.

STORY

GAMEPLAY

CHARACTERS

DIALOGUES

CUTSCENES

ENVIRO

TRAILER

TRANSLATION

QA

During the development of Don't be Afraid 2, I served as the story director. I created the foundation of the story for the protagonist, David. Since the title is a continuation of an existing game and the second part follows the same main character, an additional challenge was to credibly link both installments.

 

My role was to build the story within very narrow constraints imposed by the previously designed gameplay. The narrative, developed together with the good people from Cat-astrophe Games, is conveyed not only through the protagonist's in-game dialogue and cutscenes but also extensively through the environment—discovered items, notes, and elements of the surroundings.

 

Another challenge was to credibly portray post-traumatic stress disorder and broader psychological aspects of the plot, while maintaining the features that make the game engaging for the player.

 

I also co-designed gameplay mechanics, supported QA, and wrote the trailer script. I later translated all English texts into Polish.

EXAMPLES:

CUTSCENE II

 

A conversation between the protagonist and a psychologist during a therapy session. The scene is a continuation and development of the earlier gameplay, which depicted David’s captivity in a large house. The psychologist’s words and some of the events reference what will happen later in the game. The scene is meant to instill doubt about the therapist’s intentions. Due to technical limitations, character movement couldn’t be implemented.

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TRAILER SCRIPT

 

The first trailer for Don't be Afraid 2. The goal was to show how the second game connects to the first.

Due to a small budget, the trailer had to be simple – a series of successive slides. The concept I developed is based on words spoken by the protagonist during a group therapy session. It’s a perfect fit to summarize the events of DBA1 and introduce the viewer to the story of DBA2, while highlighting David’s mental breakdown as a key plot point.

In the script, I also described how the slides should transition to avoid a dull, static presentation.

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