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  3. Dev Log #2 - Meet the Team

Dev Log #2 - Meet the Team

[h2]Hello everyone! [/h2]
[h3]In this post, we would like to give voice to several people from our team working on the production of Don't be Afraid 2.
What were the biggest challenges during the work? What brought the most satisfaction, and what was the most difficult? What goals has the team set for itself? Check it out:[/h3]


[h2]Paweł Wojciechowicz
Producer, co-owner of Cat-astrophe Games[/h2]
[hr][/hr]
[h3]Working on Don't Be Afraid 2 has been an amazing journey for us. As a team, we've previously worked on two horror-inspired productions - Theatre of Sorrow and Unholy Society - albeit ones that played more with the genre conventions.
However, this time around, we were able to delve into a more serious approach to the subject matter.
Certainly, it was both exciting and a genuine challenge to continue the story established by another team, especially considering how enjoyable the first installment was as a horror experience.
With the sequel, we aimed to create a compelling puzzle game that would entice players to engage with its mysteries until the very end.
We were also deeply committed to achieving the highest level of visual quality for the game, showcasing that with the Unity engine, one can produce a game that looks like a AAA title.
Naturally, we sincerely hope that David's adventures will resonate with players, and we look forward to the opportunity to further expand his story in the future!
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[h2]Krzysztof Szymański
Story director[/h2]
[hr][/hr]
Working on Don't Be Afraid 2 was a truly exciting experience. With emotions almost as intense as those experienced throughout the game by David, the main character.
As a team, our goal was to satisfy the tastes of true horror enthusiasts.
We aimed to evoke fear through a dense ambience and a stifling atmosphere rather than relying on monsters jumping out from every corner.
Fans of psychological horror, where you have to delve deep to feel its true essence, will be delighted.
We placed a great emphasis on storytelling and its proper dosage. Our goal was for the player to piece together various elements of the story themselves if they want to uncover the answer to the question: "Why?".
During the development of DBA2, we discovered how malleable the world of this game is and how many elements contribute to its creation. This opens up possibilities for further exploration in the future - as long as players are also eager for more unsettling and eerie stories.
That's what we're all really hoping for!


[h2]Filip Schibowski
Game designer[/h2]
[hr][/hr]
[h3]Working on "Don't Be Afraid 2", I've collaborated closely with Joanna, our Lead Game Designer, and the rest of our team to deepen and extend the ideas introduced in the first game.
Our goal was to continue the original narrative while ensuring the sequel stands on its own for those new to the series.
We sought to integrate engaging, unique escape rooms into the storyline full of horror, with a focus on designing puzzles that are balanced and accessible, ensuring they are enjoyable even for those who might not typically engage with puzzle games.
The most rewarding aspect of working on 'Don't Be Afraid 2' has been the creative freedom it afforded us, enabling us to deliver a gameplay experience that's both unique and enriched with a compelling story for our players to discover.
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[h2]Alya Vaneskehyan
3D modeling and level artist[/h2]
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[h3]In Don't Be Afraid 2, I handled the 3D modeling and level art – from lighting and baking to asset placement in the scenes. It was an exciting challenge, especially considering the varied atmospheres we needed to create for each location.
Working on the lighting was particularly interesting for me.
Each scene required a different approach to achieve the right mood, and it was rewarding to see them come together.
As a horror fan, it was exciting to craft scenes designed to give players a good scare.
Fingers crossed that our efforts pay off when players get their hands on the game!
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