Hannutapio
Härkönen

Game programmer, designer, and technical artist with a passion for games as art, and horror.

Current Work
(THRENODY: song of the abyss – survival horror voiced in Finnish)

Finished Work

Horror Roguelike Prototype

Concept
A mix of real-time survival horror and turn-based roguelike combat. Melee and cast magic at crawling enemies (that move only when you do) and hide from the creatures hunting you. Levels have procedural room layouts.

Post-mortem / design lesson
The two genres end up pulling in opposite directions. The roguelike tactics do not contribute to the anticipation of horror, and the horror encounters break the tactical nature of the game.

Code samples on GitHub

Controls:

Survival Horror Prototype

Concept
This prototype includes survival horror combat and an unarmed horror section. The combat section experiments with a semi-randomized, but scripted level.

Post-mortem / design lesson
The randomized level system from the roguelike prototype ends up just needlessly complicating things without adding much. The pace of shots in combat is too slow, and the corridors are too long, making players eventually kite & shoot enemies from far away, breaking the intended tension.

Code samples on GitHub

“The Principles of AI Controlled Monsters in Unarmed Survival
Horror Games”

A thesis paper on horror games and monster AI that I wrote at UEF. There’s an English abstract, but the rest of the paper is in Finnish.

(2023 promotional video – ambience and music by Markus Niemi)