
666 Malevolence Lane
Producer, Gameplay Engineer, and Tech Artist
Made with Unreal, Blender, Houdini, and more.
Trapped in a living - and very hungry - mansion, four classic horror victims must compete in minigame after minigame if they want to escape. It’s everyone for themselves as they outrun, hide from, and manipulate the house’s previous victims turned monster.
To Elaborate Further...
Student or Company?
Although this project started as another simple senior project, we have decided to go for more. We have established ourselves as indie company "Bearly-A Studio".
I'm Leading?
I have been selected to be the producer of this studio. Selection was based off the typical job application process as well as our work and behaviors up to this point.
Still Programming?
As important as it is, I cannot only lead. All additonal time on the project is spent serving as a gameplay programmer and technical artist, executing our design goals.
The Goal?
666 Malevolence Lane had a full Steam release on April 22nd. We did it independently and have insured ourselves legally. We will move onto an exciting new project soon!
Final Trailer
An immense amount of love and work has been poured into this project and we can see the payoff of it.
There are 9 minigames currently available to play, each created by independent programmers with quite a bit of ownership over implementation. The art team has completed, re-passed, and polished the visuals of every room & model, exemplifying our creative goals from the beginning.
The process behind this project has been stressful, but pleasant. Being on a strict schedule alongside 3 or more other demanding classes means a lot of late nights and scrambling to resolve issues. But in the end we released before graduation and I'm incredibly proud of the team.

