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The detail I really like in this devlog is how even something as subtle as breathing or a small twitch can make a CCTV scene feel wrong. I imagine that makes the anomalies much more unsettling because players have to question what they saw instead of just waiting for an obvious jumpscare. The way you separate and rig the artwork to keep the movement natural is interesting too.

 when designing these animations, do you deliberately make some anomalies easy to miss on the first viewing, so players start doubting their own eyes as they watch the footage?

You nailed it! That sense of paranoia is 100% what we are aiming for.

We definitely design quite a few anomalies to be "blink and you miss it" on purpose. Obvious scares have their place, but the real psychological dread comes from that lingering self-doubt. When you catch a faint twitch in the corner of your screen and have to stop and wonder, "Wait, did that actually move, or are my eyes playing tricks on me?", that tension hits way harder than a regular jumpscare.

Really glad the subtle approach resonated with you!

That’s exactly what makes this approach so effective. When players start questioning what they’ve seen, the tension stays with them even after nothing obvious happens. I think that subtle style could also make for some really engaging promotional clips, especially when viewers notice something unusual and go back to watch it again.

I’m a professional video editor and social media manager who helps indie game developers showcase their games through engaging short-form videos and strategic social media content. I can see real potential in using those easily missed anomalies to spark curiosity and help your game reach more horror fans.

Would you be open to discussing a potential collaboration? If so, could you share your email address so I can send you a more detailed proposal, or would you prefer that I send you mine?