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: http://gamejolt.com/games/project-frequency-open-world-survival-horror-public-alpha-test/62527
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.