Lilu
3D Atmospheric Horror Game built with Godot Engine featuring dynamic state machines and spatial acoustics.
Gameplay Programmer / Game Designer
2024 – 2025
Institut Teknologi Sumatera (ITERA Academic / Exhibition Showcase)
Godot Engine · GDScript · 3D Spatial Audio
Ikhtisar Proyek & Masalah yang Diselesaikan
Lilu is an atmospheric 3D psychological horror game developed in Godot Engine. The project focused on the intersection of technical gameplay mechanics, real-time spatial acoustics, and psychological pacing.
Problem Solved
Engineered responsive player physics, adaptive enemy AI behavior states, and spatial tension mechanics while maintaining smooth 60 FPS performance.
Target Pengguna
Gamers and campus exhibition attendees experiencing interactive real-time narrative simulation.
Model Arsitektur Sistem
Node-based architecture in Godot Engine utilizing hierarchical state machines in GDScript, volumetric world lighting, and multi-channel 3D audio buses.
Antarmuka & Tangkapan Layar Aplikasi
Lilu — 3D Atmospheric Horror Engine Visual
Arsitektur game loop dan representasi visual atmosferik proyek Lilu yang dikembangkan menggunakan Godot Engine.
Modul Utama & Fungsionalitas Sistem
Arsitektur subsistem dan alur kapabilitas utama yang dibangun pada platform Lilu.
Kinematic Movement & Stamina Physics
Kontrol Karakter & Mekanik Fisika
Pengembangan kontroler karakter dengan kurva akselerasi halus, head-bob realistis, dan sistem stamina yang memengaruhi ketahanan pemain.
- Implementasi KinematicBody3D dengan respon pergerakan presisi.
- Manajemen stamina dinamis yang terhubung dengan mekanisme suara langkah kaki.
- Kamera first-person dengan efek post-processing horror atmosferik.
Finite State Machine Enemy AI
Kecerdasan Buatan Musuh Berbasis Raycast
Arsitektur AI musuh yang merespon stimulus suara pemain dan mendeteksi garis pandang (Line of Sight) melalui raycasting.
- State terpisah: Patrol (patroli), Suspicious (mencurigai suara), Search (mencari), dan Pursuit (mengejar).
- Visual cone raycasting untuk deteksi pemain di balik rintangan.
- Pencegahan glitch animasi dan perpindahan state yang mulus.
3D Spatial Audio & Acoustic Attenuation
Desain Tata Suara Spasial 3D
Sistem audio interaktif multi-bus dengan pelemahan suara berdasarkan jarak dan oklusi dinding untuk membangun ketegangan psikologis.
- Dynamic audio bus routing untuk detak jantung, nafas, dan langkah musuh.
- Low-pass filter attenuation saat suara terhalang dinding.
- Pengalaman demonstrasi imersif yang sukses diuji pada dua pameran kampus ITERA.
Implementasi Teknis & Rekayasa Sistem
GDScript State Machines & Kinematics
Structured player controllers and enemy behaviors using modular finite state machines, ensuring clear decoupling of input, movement, and animation states.
- Developed kinematic collision controllers with custom acceleration, stamina, and head-bob curves.
- Engineered enemy AI states: Idle, Patrol, Investigate, and Pursuit with line-of-sight raycasting.
- Prevented state desynchronization using strict transition guards and event triggers.
3D Spatial Audio & Tension Pacing
Implemented interactive sound engineering that reacts dynamically to player stealth levels and entity proximity.
- Utilized Godot 3D Audio Buses with distance attenuation and low-pass occlusion filtering.
- Programmed dynamic heartbeat and breathing audio loops scaled by player sanity metrics.
- Fine-tuned audio cues to deliver subtle psychological suspense without visual clutter.
Scene Optimization & Lighting Shaders
Balanced visual atmosphere with strict performance budgets to guarantee consistent frame delivery during live exhibitions.
- Optimized mesh geometry and occlusion culling to reduce draw calls in enclosed corridors.
- Crafted custom post-processing shaders for low-light distortion and psychological visual feedback.
- Maintained stable 60 FPS delivery on mid-tier campus demonstration hardware.
Hasil Kunci & Dampak Operasional
Featured in two live public campus exhibitions at ITERA with active attendee playtesting.
Maintained steady 60 frames per second on target hardware with optimized scene geometry.
Engineered state machine driven enemy patrol, chase, and search behaviors in GDScript.
Dynamic multi-bus 3D audio attenuation creating heightening tension based on player distance.
Teknologi & Framework yang Digunakan
Alur Pengembangan (SDLC Phase)
Concept & Prototyping
Designed core tension loop, player movement physics, and level corridor blockouts in Godot.
Mechanics Engineering
Programmed GDScript state machines, stamina depletion, and dynamic raycasting AI behaviors.
Audio & Shader Integration
Implemented spatial sound design and volumetric lighting passes to establish horror atmosphere.
Exhibition Playtesting
Gathered real-time feedback from hundreds of player sessions during the first ITERA exhibition.
Refinement & Showcase II
Refined difficulty pacing and audio balancing for the second successful campus showcase.
Kontribusi & Tanggung Jawab Rekayasa
- Engineered core gameplay physics and player character controllers in Godot Engine using GDScript.
- Designed and implemented enemy AI behavior using finite state machine architecture.
- Constructed the 3D spatial audio system and environmental sound attenuation.
- Showcased the finished interactive experience across two campus exhibitions at ITERA.
Tantangan Teknis & Solusi Rekayasa
Creating believable, tense AI pursuit behaviors that didn't feel cheap or artificially omniscient to the player.
Implemented raycast-based vision cones combined with a sound-suspicion investigation radius, allowing players to utilize stealth and environmental occluders to escape pursuit.
Kesimpulan & Status Proyek
A completed 3D interactive game that demonstrated technical versatility in game loops, state machines, and real-time graphics beyond traditional web applications.