Have you ever walked alone at night (or even in daylight), and you just had that feeling that someone is behind you, or that there is someone looking directly at you, who you can’t see.
This is because of how our brains work and interpret the world. Generally when in a world filled with 7 billion+ other people, it would be hard to be somewhere without someone looking at you in some way.
But that’s no the case in games. If you play a game, you know that there is only so much that the developer put in, which is probably not an actual entity following you without your knowledge. And if you’re a developer (which everyone on this site most likely is) you know that a good way to improve performance is occlusion culling, which means that anything you can’t see, just isn’t there. Which completely breaks the possibility of that feeling.
So how do games create a feeling of being followed or watched. I have only seen this a few times, when a YouTuber plays an atmospheric horror game, and there is absolutely no possibility of a monster/enemy, or a jumpscare, but they tend to sometimes turn the character around just to look behind them. Or look curiously into the distance or between the trees.
I know sound design is important, to a point where mimicking an entity is used (breaking branch, footsteps, rustling leaves on the ground, and sometimes even a voice). However that is generally used as a replacement for a jumpscare, to scare the player, or really quickly make their heart start racing at no actual threat.
But what else? There is only so many times a clumsy (and non existent) serial killer can step on a random branch on the ground and break it, or not make high enough footsteps to cause leaves to move a lot. And there will definitely be even less times when someone invisible whispers into your ear, or says something out loud (like in Bendy and The Ink Machine’s Chapter 2). So how do you create that constant tension? How does one mimic the subtle unease that would cause you to turn around or glance from time to time?
Is it the environment or story telling (a newspaper talking about an escaped serial killer), with an addition to some sounds? Or something completely different?
Of course I’m not just talking about atmospheric horror games. I’m talking about any horror game, which at one point gives that feeling of being either watched or followed, when the threat isn’t actually there.
Please let me know your thoughts, ideas, and even experiences, where a game made you wonder if someone is there, and what were the circumstances of the game (story, surroundings, etc).

