BCI Adaptive Horror Game

Real-time EEG “fear index” dynamically tunes horror intensity.

Course ProjectUnityUnicorn BCIEEG

Demo Video

This prototype reads real-time EEG from a Unicorn headset to compute a fear index. The index modulates darkness, audio tension, enemy behavior, and jumpscare intensity so the experience “breathes” with the player’s state.

I led game design and Unity implementation: EEG ingestion, parameter mapping, event system for encounters, and visual effects (vignette, lens distortion).

Game Design

You play an archaeologist exploring a sentient cave. The cave reacts to emotions: the more afraid you are, the harsher it becomes. Core loop: explore → encounter → survive → branch via calm vs. panic.

  • Environment: global illumination and ambience scale with fear index.
  • Jumpscares: short (<200ms) spikes tuned by the index (cooldown + intensity).
  • Enemy & AI: perception radius, chase desire, and spatial audio (footsteps/breathing) adapt in real time.

EEG Pipeline

We compute PSD in alpha/beta bands, derive relative power vs. baseline (Z-score), normalize it to 0–1, then feed the value into a parameter mapping layer in Unity.

  • Device: Unicorn Hybrid Black (8 electrodes)
  • Runtime: C# processing library, standalone or Unity package
  • API: exposed float fearIndex that systems subscribe to (curve mapping)

Implementation

Built in Unity. We used free Asset Store packs to prototype level, enemy AI, and controller quickly. A curve-driven parameter layer (ScriptableObjects + events) lets design tweak responses without code.

  • Stack: Unity (URP), C#, ScriptableObjects, Post Processing
  • Audio: distance-aware footsteps/breathing, fear-driven ambience
  • FX: red vignette, subtle DOF wobble, film grain, mild distortion

Gallery

Cave corridor
Enemy encounter

Links