<< Portfolio
I've recently been working on a prototype for a VR horror game with some interesting mechanics - it uses the player's heart rate data through a wearable (like a Fitbit), to determine how scared the player really is. It's a multiplayer game with a mastermind and a victim. The victim must fight their way out of a house through hordes of monsters. Here's the twist: the mastermind cannot control the monsters, but can only scare the victim through indirect means, such as flickering lights, dripping blood, and all kinds of jumpscares (at the cost of mana). As the victim's heart rate goes up, the viewport produces a tunnel vision effect, and the aim becomes unsteady.
First, I modeled all the furniture in Blender and UV-unwrapped them:
I then imported them into Substance Painter and added some textures. It generated bump maps and roughness maps along with the texture images.
After that, I combined the model and the texture files in Unreal Engine, and added point lights inside the lampshade models. I then created a Blueprint script to flicker the lights on a key press, as a demo.