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How its made

So I started with an empty map. I made walls from square shapes and from there created multiple rooms on my own. At first I was just eyeballing the layout of the room playing with the width and length. The textures and materials were already made but what I did was look through which ones I would use for the map and then I linked textures with the rooms I had already made. I then pasted assets and props to fill the rooms I created. So I created all the rooms and used the asset as the tools to fill each room.

Lighting was the best part as I felt they played an important role to construct a room. Thanks to the horror engine, it had some light blueprints and allowed for the light to be on or flickering.

Triggers are how I make the map dynamic and responsive. For example, if the player walks over an invisible trigger that I set up, it will trigger the lights to turn on, initiate dialogue or spawn a prop to the scene. Triggers are also how I created some of the puzzles in the game.

Credits

Visuals

Made with Unreal Engine 5 map packages and assets. I didnt make any new props. All were free and used from Unreal engine 5 Marketplace. 

The asset packs used were :

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Horror Engine 2.0 by Tansuergene

Triplex House Villa by 1D.Studio

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Character and Devil Design :

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Mixamo

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Audio

Unreal Engine 5 has some default sounds like footsteps.

For ambiance sound I found royalty free audios on Youtube such as :

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The Music Box by Vivek Abhishek (For Creepy Music)

25 Transition Sound Effects by Cinematic Library (For Portal sound effect)

Haunted Forest by Martia's Muses (For ambience noise and wind sounds)

Horror Sound by Alihan Edits (For creepy sound effects)

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For the dialogue, it was all made with an AI voice generator. I used the website ElevenLabs and paid a membership to use this tool. It had a variety of consistent but randomly created voices that then I can alter to show more or less emotion when it read a sentence I would give it.

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