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Project Frequency (Unreal Engine 4)

The Game

• Old school survival horror mixed with modern open-world mechanics

• Randomized loot, AI & scare systems

• Survive and explore in a non-linear open-world, gather supplies such as food, weapons, crafting items and guns while evading/fighting unknown entities

• Psychological horror story inspired by Silent Hill

Download & Play here:

Development Roles

• Main Idea

Started as a dream back in the summer of 2012, the main inspiration came from old school horror games like Silent Hill, then incorporating open-world survival elements while retaining the horror aspect.

• Conceptualization

I drew a couple of monster concepts and made 2D maps of the levels that are included in-game.

• Level Design

Map layout, terrain painting, sculpting, and all the meshes. Added the gameplay on top of it and optimized heavily by using a combination of cull distance volumes, texture streaming and level streaming.

• Programming

I wrote all of the core mechanics in C++ with some elements exposed to blueprints for quick iteration.

• Animations and Rigging

I did all the animation programming (Animation Blueprints) for all enemies and first-person hands, had an animator who did all the first-person animations using the rig that I provided him. I retouched the skinning on some meshes that I bought from the Unreal Engine Marketplace.

• Audio

Recorded & mastered the majority of the enemy sounds, used Ableton Live for both recording and editing. Did additional audio work in Unreal Engine 4 using their audio system.

• Marketing

Built a big community surrounding the game thanks to all the gameplay videos people uploaded to Youtube, got interviewed multiple times and presented the game in multiple local events.