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Horror Game Project

In Early Development, designs and gameplay far from finalised.

AI half finished, Level and systems in progress.

This project is being made by me as a solo developer.

This project is an Alien: Isolation inspired horror game with a twist: You will never see the monster hunting you.

You will play as a lone engineer who docks with a science ship in the hopes of refuelling, but you soon come to find that there is no one to be found onboard and there is something else on the ship.​

The purpose of this project is to push my AI and level design abilities, as well as to push my ability to make a more ambitious project.

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My Contributions

Gameplay and Gameloop design

  • Gameloop that involves solving problems using key items and evading an enemy that you will never be able to see.

  • All systems created in Unreal's Blueprint

  • AI System

    • The enemy AI never has a direct reference to the player, instead using Unreal's Environment Query System to search locations aboard the ship at will.

    • The Menace system (Inspired by Alien) tracks how long the enemy has or hasn't been in the vicinity of the player

    • The AI Director tranks the position of the player as well as other contextual actors in the world, and nudges the AI Enemy in the direction of the player when it detects that the Enemy has been too far away for too long.

  • Level design and length

    • One continuous level with connected rooms, roughly a 20 minute experience

    • Level design will introduce the player to a safe zone baked in light, the player will need to navigate the ship to find key items to progress.

    • The player will need to make use of a proximity sensor to avoid the enemy. The enemy's appearance and exact position will never be known

  • Game feel and polish

    • To Be Done

  • UI Design and implementation

    • Wireframes, layouts and asset lists for inventory and key items

    • UI implementation using Unreal's UMG

  • Endless Bug fixing

  • Participant playtests will be conducted to identify weak points in the game's design and where elements were not communicated effectively, as well as quality of life improvements.

 
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