A First Person Horror Game
Hollowcrest Manor
A First Person Crime horror game.
Introduction
In the forgotten Hollowcrest Manor, journalist Alex Turner wants to find out the truth. As the door locks behind him it seals his fate within the abandoned walls of the cursed estate. Find out the truth about what happened to to family who once lived there.
Goal
My goal was to create a horror experience. Working on how to make a eerie feel with narrative design with the support of environmental storytelling.
Summary
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Individual project spanning 6 weeks part time.
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Focus on Level Design and Level Art
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Unreal 5.2
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Horror Engine template was used.
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All of the meshes are from Marketplace Asset Packs
Walkthrough
This is a walkthrough gameplay of my project!
OVERVIEW
FOREST
FIRST FLOOR
BASEMENT
ATTIC
(1.) The game starts outside next to the player's car. They need flashlight to proceed.
(2.) In the forest, the path narrows, leading to the first jumpscare.
(3.) Eventually, players reach the path to the house- Hollowcrest Manor, where they can explore inside.
(4.) The entrance of the hallway will guide the player towards the locked door to the basement.
(6.) The player will find a another letter in the living room.
(8.) Here the player can find a big staircase leading up.
(9.) In the upper stairs players find a key and a letter.
(10.) Inside the Attic there's a jumpscare and another letter.
Working their way downwards to the first floor again, there is now a barricaded path between (7.) and (8.) forcing the player to continue onwards.
(11.) They will be greeted by a sitting room that has a new letter and making a new path back to the entrance.
(11.5) If the player interacts with the door a jumpscare will be triggered.
(12.) The basement is divided into three rooms. Player must solve a puzzle in the first room to continue.
(13.) This room contains a backdoor, initially locked that needs a key to end the game.
(14.) Inside the player can find the last letter the key to unlock the backdoor.
Forest
First Floor
Attic
First Floor
Basement
Story Flow
Path to house
Entrance and locked door
Living Room
Attic
Barricaded Path
Path back to entrance
Unlocking the door
Cursed Basement
Escaping
Workflow
Forest
To set the right mood at the game's start, I placed players in a dark forest with guiding lights, enhancing the mystery. A jumpscare and the first sight of the mansion add tension. The forest's hourglass layout leads players satisfyingly to the mansion, increasing immersion. This design approach guides players effectively, building suspense and engagement from the outset.
Hallway
Designing the hallway was challenging as it sets the mansions mood. I used level design techniques like leading lines which i used with lighting and strategic object placement, such as a fallen lamp near a drawer with a letter, to guide players to the locked basement door while maintaining their interest. I designed the space to encourage exploration for the player to feel a reward after they discovered new spaces.
Living Room
Developing the living room was enjoyable as I explored various techniques to guide players to the table for the next letter. Using composition, I strategically placed a fallen chair amidst the others, disrupting the harmony and drawing attention. This technique not only increased interest but also naturally directed players towards the table. Additionally, positioning a door on the opposite side of the table provided a visual cue for players, signaling their next destination and subtly guiding their journey through the game.
Kitchen
To enhance the realism of the house, I followed common house layouts by placing the kitchen after the living room. Drawing inspiration from real houses through references, I aimed to replicate the authentic feel of a home. This decision not only adds to the immersion and sense of progression in the game but also ensures that the layout feels familiar and believable to players. Opting for an L-shaped kitchen layout further enhances exploration, encouraging players to fully engage with and experience the space.
Stairs
When integrating stairs into house design, they serve more than just a functional purpose. They add depth and visual interest, going away from the house's flatness and prompting upward exploration. Placing the attic key and a new letter along the stair path not only rewards players' exploration but also provides clear objectives, guiding them vertically through the space. Additionally, the arrangement of stairs allows for the introduction of new gameplay opportunities, such as blocked passages, enhancing the overall player experience with verticality. Incorporating verticality into the design further enriches the player's journey through the game environment.
Attic
For the attic I wanted that as soon as they step inside, they'll notice the window casting a light and seeing the depth of the space. The window offers a glimpse of the outside and hinting at a possible escape route. This adds new excitement and keeps players hooked as they explore further, making the experience more immersive and engaging
Sitting Area
In the sitting area, I added a painting with numbers as clues. Opening the bathroom door triggers a jumpscare, heightening tension. From a level design standpoint, this arrangement fosters exploration. The clues on the painting prompt puzzle-solving, while the potential for a jumpscare adds suspense. Moreover, the sound effect upon entering the room enhances the atmosphere, immersing players in the experience. Additionally, the alternative door leading to a scarier environment encourages further exploration. Players can find more clues about the numbers for the keypad on the painting, adding depth to the puzzle-solving aspect of the game.
Basement
I wanted the basement to give the old, creepy look often seen in movies. By making steep stairs, I aimed to give the creeps to the players, creating an eerie atmosphere. I included a puzzle involving cables that players must follow to find a book connected to the door. The player will have encouraged exploration to find a way out, with revealing the problem (the locked backdoor) before players discover the key in the other room. Knowing they would encounter the bloody operation room, I have been breadcrumbing the letters so that they will uncover what happened in there but also thats how i've been telling the story of the Manor.
ITERATIONS
I received a lot of feedback from my fellow level designers and people I know. I knew that I wanted to work on something with narrative-driven design, enhanced by environmental storytelling and level design to ensure a good flow and atmoshphere throughout the experience. I continued to work on my iterations and set dressing, asking about what people liked and disliked so that I could improve on my project.
When I started planning the first iteration, as shown in the picture, I asked a lot about the layout to make sure it resembled a real house.
I gathered feedback from both playtesters and onlookers while developing my project This feedback was important for maintaining the intended atmosphere and design. There was organized brainstorming sessions and group discussions to identify areas for improvement and how some design decisions could be avoided to prevent overworking. For the basement, I sought a lot of feedback on the set dressing and the required for the space. The feedback was valuable and allowed me to iterate effectively.
PRE-PRODUCTION
When I began planning, I prioritized a strong narrative with clear level design following it, which was important to me. During pre-production, I researched horror short games on YouTube for inspiration and insights into what makes games scary. I created a small moodboard with selected images to make a clear vision for the project.
GALLERY
REFLECTION
Working on my first project has been a mix of excitement and being nervous. Creating a "horror short indie game" by myself in just six weeks half time was quite the journey. Along the way, I learned a ton about designing a house, getting feedback, and testing the game. It's been a fun ride and showed me I can do more than I thought.
Looking back, I wish I spent more time on the forest's grass and making the ground look better. It's not a big deal, but there's always room for improvement. I thought about adding a bedroom to make the house feel bigger, but it would've been too much work. Same goes for wanting another room in the basement. It was tempting, but I'm glad I stuck with what I had
Learning from someone else's template and code was a bit of a challenge. It took a while to figure it out, but it taught me a lot for future projects.