top of page

PROTOTYPE HORROR GAME- UE4

Albert UE4 Portfolio

PRIPYAT HORROR

A Working Prototype Survival Horror Game for Unreal Engine 4.

​

Links:

​

YouTube - Gameplay Video

​

Youtube - Mechanic Showcase

​

Youtube - Enemy AI

 

​

​

 

OVERVIEW

 

Set in Pripyat School No.1 - The first school to be built in Pripyat, the player is tasked with completing a series of tasks before encountering a killer.

​

This prototype was created to demonstrate my knowledge of UE4. Every asset and script seen except for the character model and foliage was created by me or my partner Deen Mugal (The character model and foliage was downloaded from the UE4 asset store).

​

Various working blueprints were created:

For the player - a health and energy system, sprint function, crouch function, fall damage, damage effects, bleeding effects and an inventory system.

For the inventory - Med kits, Food, Keys

For the enemy - Sight / Hearing senses, Roaming function, Player chasing function, Attack & damage function.

For the environment - Working doors with corresponding keys, Readable billboards, Books and Crates that can be opened, working ladders, Kill zones.

For the UI - Main menu, Save/Load functionality, Auto saves, Pause menu, Game over menu.

& more.

​

The project was managed using AGILE methodology, being subject to many iterative changes as needed be along the way, based on user and developer feedback throughout the development cycle.

​

​

​

​

PROJECT SPECS

Engine:

Unreal Engine 4

​

Role:

Director, Developer.

 

Team:

Albert Naumov,

Deen Mugal.

​

Project Duration:

4 months.

 

Development Method:

AGILE

 

Software Used:

Unreal Engine 4

Microsoft Office,

Adobe Photoshop,

Autodesk Maya, 3DS Max, Substance Painter 2,

Substance Designer.

MY AIMS FOR THIS PROJECT

  • Create a short first-person game demo with at least 5 minutes of game-play.
     

  • Demonstrate working knowledge of all tools and aspects of Unreal Engine 4.
     

  • Study the Survival Horror game genre and create game mechanics suitable for such a title.
     

  • Put my skill to the test and learn more, creating complex blueprints and material expressions, never backing down from a challenge.
     

  • Create a working enemy AI character that can: see and hear the player, track the player's location, chase and attack the player, change behaviours based on the situation and give the player the possibility to escape.

​

​

 

I'm confident to say I achieved all my aims for this project.

 

​

​

 

Breakdown - Development Blogs

 

To read about the project in more detail, please visit my blog.

Additionally, an art demo was created prior to starting on this project, which can be seen here.

​

​

​

​

PAPER CAD PLAN

bottom of page