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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...

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.

Personal Contributions

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Brewing Trouble

A minigame where one must complete their invisibility potion or face the consequences!
 

This was my first shot at creating a minigame - using the architecture our tech lead Camilla Leslie set up - and seems to be making people quite happy! Despite me having to redo how I set things up a few times because I realized there were smarter implementations. A valuable learning experience indeed.

The ingredients are a custom class, there's an ingredient assignment/checking system, and it was my firsthand experience with physics assets on characters.

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