“The whole game really is structured around building tension, building fear, putting players at risk and in jeopardy, and then shocking them with a jump scare or something that really does generate that kind of hair-raising stuff that you see in a really good horror film,” Horsley said.Ĭameron Dayton, the creative director for WWII, expanded on Horsley’s comments and said that they’ve got several layers of fear working in tandem to create a horrifying experience.