Website powered by

Black Tears Game Project Alpha: The Corridor

A paragraph I wrote to illustrate the atmosphere of the corridor and to help the voice actress immerse herself into the environment and character.

A paragraph I wrote to illustrate the atmosphere of the corridor and to help the voice actress immerse herself into the environment and character.

A Blind Playthrough of the latest build of my indie game project, helmed by a friend of mine who's well versed in all-things survival-horror!

A 10-minute, narrated video offering a look at how the corridor section of the game was made for any out there that are interested in seeing how it all came together!

Whilst this project was mainly undertaken alone, there were many people along the way who contributed heavily from mocap to sound effects! Thanks to everyone above for their contribution as this project simply wouldn't be possible without them! :)

Whilst this project was mainly undertaken alone, there were many people along the way who contributed heavily from mocap to sound effects! Thanks to everyone above for their contribution as this project simply wouldn't be possible without them! :)

A simple comparison showcasing different grading effects. I tried to go for a bleak, almost greyscale cool tone for the whole area to symbolise the emptiness of the station.

A simple comparison showcasing different grading effects. I tried to go for a bleak, almost greyscale cool tone for the whole area to symbolise the emptiness of the station.

It's a Marmoset viewer of some assets in the corridor! Do the rotate-y thing!

A Blueprint for the Generator asset with nodes to switch all the corridor lights back on.

A Blueprint for the Generator asset with nodes to switch all the corridor lights back on.

A Blueprint for a key item with controller rumble and a traditional pop-up & pause screen.

A Blueprint for a key item with controller rumble and a traditional pop-up & pause screen.

A simple Blueprint configuration demonstrating how Alice's comments work when interacting with certain objects. Complete with Action Interface event and Randomiser for the Sound Cue so dialogue doesn't get repetitive!

A simple Blueprint configuration demonstrating how Alice's comments work when interacting with certain objects. Complete with Action Interface event and Randomiser for the Sound Cue so dialogue doesn't get repetitive!

This is a much more finished, playable and greater in-depth look at the Corridor section, that you can see in my indie horror game project! - Now with a playthrough video!

Being the first area the player is greeted with, the key idea for the corridor was to instill early feelings of fear and anxiety in the player. The key was to not overpopulate the area with too many events, sequences & assets which would end up detracting from the build-up of tension over time and the overall mysteriousness of it's current abandoned state. As this is an ongoing work-in-progress there are of course, many improvements and tweaks to make / still to come as I learn & implement more advanced features of UE4!