Home Alone
Project Overview
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Solo Dev - Level design - Asset placement - Scripting
Home Alone is a single-player, horror-themed first-person experience where players must complete a series of tasks in a dark, unsettling environment before confronting a menacing intruder. The game builds tension through atmospheric sound design, limited visibility, and unpredictable encounters. I designed the map using Unreal Engine 5, focusing on replicating the look and feel of my real-life neighborhood. Players must navigate these spaces to obtain the code necessary to eliminate the threat. |
Design Goals
Intense, Suspenseful Gameplay I aimed to create intense, suspenseful gameplay by incorporating dark lighting and shadowy, ominous rooms. Toward the end of the game, the tension reaches its peak as the enemy relentlessly hunts the player through a dimly lit house. Armed with only a flashlight to navigate the pitch-black environment, the player must frantically search for the code to unlock a gun safe. The flashlight adds to the intensity by limiting the player’s vision, |
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Engaging Puzzle Mechanics
I designed an engaging puzzle mechanic by strategically placing numbers throughout the house, challenging the player to locate and remember all four digits. These numbers must then be entered into the gun safe to unlock it, allowing the player to arm themselves and eliminate the enemy. The urgency of solving the puzzle while being pursued heightens the tension, as the player must stay one step ahead of the enemy, balancing quick thinking with survival instincts to succeed before being caught. |
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Strategic Use of Space
To enhance strategic gameplay, I incorporated hiding spots throughout the house, giving the player places to conceal themselves when there's nowhere left to run. These hiding spots create moments of intense suspense as the player holds their breath, hoping to evade the enemy's line of sight. This mechanic not only adds a layer of strategy but also amplifies the tension, as players must carefully choose when to hide and when to make their next move. |
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Realistic Environment Replication
I designed the map to closely resemble my neighborhood, carefully replicating its layout and atmosphere to create a familiar yet immersive environment. The house, both inside and out, mirrors the design of real homes in the area, adding a personal and authentic touch to the gameplay experience. To showcase this connection, I included photos from real life alongside images from the game, highlighting how closely the in-game environment resembles its real-world counterpart. |
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Process on the map design
I started by creating a basic layout of the map using Figma, using a Google Maps image of my neighborhood as a reference to ensure accuracy and realism. While designing the game, I made some adjustments to the interior of the house to enhance gameplay flow. For example, I added strategically placed hiding spots for the character to evade the enemy and relocated the gun safe to the attic, creating a more dynamic and suspenseful experience. These changes were essential to balancing realism with engaging game mechanics. I circle them in the pictures below |
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