Polanoid
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Polanoid

Anomaly Horror Game Jam : What you don't see Unreal Engine 5

Polanoid is an atmospheric horror game created for a game jam under the theme "What You Don't See". The game draws inspiration from the Anomaly Horror genre, where players must identify things that are wrong or out of place in their environment.

Our unique spin on the genre was giving the player a polaroid camera to detect anomalies. The twist: film is limited, acting like ammunition in a Resident Evil game. Every shot counts, adding resource management and tension to the horror experience.

I contributed to the game design, level design, and overall horror atmosphere, ensuring the camera mechanic felt impactful and meaningful within the limited jam timeframe.

Team Credits:

Game Designers - Humza Mustafa, Matthew Hicks

Technical Artist - Hana Maqbool

Project Details

Type Anomaly Horror
Jam Theme What You Don't See
Engine Unreal Enigne 5
Role Systems Design Level Design
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Design Process

  • Where the Idea Came From

    Both game designers on the team shared a hobby: polaroid photography. When we saw the theme "What You Don't See", we immediately connected it to the camera, you can only see what the photo reveals, and only once the film has fully developed. That limitation became the mechanic. The horror in Polanoid comes from two things working together: the scarcity of film and the narrow, imperfect window the photo gives you. You are always working with incomplete information.

  • Limited Film as Resource Tension

    Treating film like ammunition was directly inspired by classic Resident Evil, where managing ammo was as important as using it. The moment players realised their shots were finite, they started hesitating, looking harder before committing to a photo, second-guessing themselves in a way that free-use mechanics never produce. Scarcity does not just add difficulty; it changes how carefully players pay attention to their environment.

  • Designing Anomalies That Reward Attention

    To make limited film feel fair rather than punishing, we gave players subtle environmental clues pointing toward where anomalies might be. A pot of flowers sitting next to a toilet where a plunger should be, or a rug that is a different pattern than it was the day before, small wrongnesses that reward players who are actually looking. The goal was anomalies that feel obvious in hindsight but invisible until you are paying close attention.

  • The Overexposed Nightmare & What's in the Title

    For the atmosphere, we gave the first-person camera a dreamlike, overexposed quality, everything too bright, too washed out, like a memory that does not quite resolve. It makes familiar spaces feel wrongly lit, which unsettles the player even before they've found a single anomaly. That feeling is baked into the title itself: Polanoid is a play on polaroid and paranoid. The name tells you exactly how the game is supposed to feel.

© Copyright Humza Mustafa 2026