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Gameplay Concept: Catacombs

Full Gameplay Showcase

Main Character - Splash Screen. I'll call her Vera. Kudos to Quang Phan from Epic Games Marketplace for the model. I modified the original mesh, wrote a new animation blueprint, materials and sound system for it

Main Character - Splash Screen. I'll call her Vera. Kudos to Quang Phan from Epic Games Marketplace for the model. I modified the original mesh, wrote a new animation blueprint, materials and sound system for it

Workshop/Starting Area. This is the area I spent the most time experimenting with, until I was satisfied with overall style, theme and color balance

Workshop/Starting Area. This is the area I spent the most time experimenting with, until I was satisfied with overall style, theme and color balance

Workshop/Starting Area - Breakdown (World Normal - Lighting - Nanite Clusters)

Workshop/Starting Area - Breakdown (World Normal - Lighting - Nanite Clusters)

Workshop/Starting Area - Assembly Timelapse

Vera leaves the Workshop

Vera leaves the Workshop

Flooded Tunnel - Drone Flight. I paid special attention to the water leakage effects, decals and sounds to deepen the atmosphere, diversify the tunnel and to make it a navigation landmark

Unreal Engine 5 Viewport - Screenshot with Gizmos

Unreal Engine 5 Viewport - Screenshot with Gizmos

Workshop Table. I wanted to convey a subtle message to the player that something's not right from the very start. For instance, props and object are made to look newly placed and yet there isn't anyone around

Workshop Table. I wanted to convey a subtle message to the player that something's not right from the very start. For instance, props and object are made to look newly placed and yet there isn't anyone around

Workshop Table - Breakdown (World Normal - Lighting - Nanite Clusters)

Workshop Table - Breakdown (World Normal - Lighting - Nanite Clusters)

Workshop Radio. The news are still being transmitted, although with heavy interference (we are deep underground after all) The recording used here is of actual Moscow 1980 news radio broadcast. Thought that would be a neat touch ;)

Workshop Radio. The news are still being transmitted, although with heavy interference (we are deep underground after all) The recording used here is of actual Moscow 1980 news radio broadcast. Thought that would be a neat touch ;)

Workshop Radio - Breakdown (World Normal - Lighting - Nanite Clusters)

Workshop Radio - Breakdown (World Normal - Lighting - Nanite Clusters)

Reading Stool. Someone was in the middle of reading a book on Soviet tanks

Reading Stool. Someone was in the middle of reading a book on Soviet tanks

Reading Stool - Breakdown (World Normal - Lighting - Nanite Clusters)

Reading Stool - Breakdown (World Normal - Lighting - Nanite Clusters)

Workshop Exit

Workshop Exit

Workshop Exit - Breakdown (World Normal - Lighting - Nanite Clusters)

Workshop Exit - Breakdown (World Normal - Lighting - Nanite Clusters)

Vera proceeds down the Main Tunnel

Vera proceeds down the Main Tunnel

Main Tunnel. I wanted to create a choking claustrophobic feeling the second we step into the tunnels. I added a lot of purposefully dark areas as well as high contrast sinister red lighting to further solidify fear and anxiety

Main Tunnel. I wanted to create a choking claustrophobic feeling the second we step into the tunnels. I added a lot of purposefully dark areas as well as high contrast sinister red lighting to further solidify fear and anxiety

Pump Room. To deepen the sense of realism, I added distinct machinery to pump the water out of the grotto. You can see it in need of maintenance as there is a puddle of leakage near one of the pipes

Pump Room. To deepen the sense of realism, I added distinct machinery to pump the water out of the grotto. You can see it in need of maintenance as there is a puddle of leakage near one of the pipes

Pump Room Exit

Pump Room Exit

Improvised Lunch Area. A company of three abandoned their delicious canned sprats & vodka dinner

Improvised Lunch Area. A company of three abandoned their delicious canned sprats & vodka dinner

Improvised Lunch Area - Breakdown (World Normal - Lighting - Nanite Clusters)

Improvised Lunch Area - Breakdown (World Normal - Lighting - Nanite Clusters)

Radio Repair Table. A broken down radio filled with static on a workbench filled with tools. Someone was trying to mend the equipment, but also mysteriously disappeared

Radio Repair Table. A broken down radio filled with static on a workbench filled with tools. Someone was trying to mend the equipment, but also mysteriously disappeared

Pump Room Exit - Drone Flight

Sinister Dining Area (Top View). Things are starting to be drastically less subtle. There is a neatly covered and set dining table (which has no business being in a bunker) with baked human lungs and potatoes on a bronze plate. Run!

Sinister Dining Area (Top View). Things are starting to be drastically less subtle. There is a neatly covered and set dining table (which has no business being in a bunker) with baked human lungs and potatoes on a bronze plate. Run!

Sinister Dining Area (Top View) - Breakdown (World Normal - Lighting - Nanite Clusters)

Sinister Dining Area (Top View) - Breakdown (World Normal - Lighting - Nanite Clusters)

Sinister Dining Area (Side View). Another unsettling detail in this area is loud uplifting and positive Soviet music through a different radio. This is an instrumental version of a famous Soviet song by Nikolai Rybnikov - March of Millwrights

Sinister Dining Area (Side View). Another unsettling detail in this area is loud uplifting and positive Soviet music through a different radio. This is an instrumental version of a famous Soviet song by Nikolai Rybnikov - March of Millwrights

Vera hides from the Cultist. Originally there was a hide-and-seek section, where upon seeing the course on the table, Vera had to hide from incoming mysterious and deformed visitors. This was cut from the video as it was lacking polish

Vera hides from the Cultist. Originally there was a hide-and-seek section, where upon seeing the course on the table, Vera had to hide from incoming mysterious and deformed visitors. This was cut from the video as it was lacking polish

Paranormal Accident. This is the first sign of an actual person we see in the demo. Although the cause of his demise are unclear, it looks extremely violent

Paranormal Accident. This is the first sign of an actual person we see in the demo. Although the cause of his demise are unclear, it looks extremely violent

Paranormal Accident - Breakdown (World Normal - Lighting - Nanite Clusters)

Paranormal Accident - Breakdown (World Normal - Lighting - Nanite Clusters)

Vera returns to the Main Tunnel

Vera returns to the Main Tunnel

Cultist Hallway. I wanted to further increase the horror and added a section where a barely visible group of unknowns observe you and whisper to each other. The same creatures that were coming to enjoy the meal previously

Cultist Hallway. I wanted to further increase the horror and added a section where a barely visible group of unknowns observe you and whisper to each other. The same creatures that were coming to enjoy the meal previously

Cultist Hallway - Drone Flight

Vera runs to the Cultist Hallway

Vera runs to the Cultist Hallway

Armory Entrance. A particular challenge was to synchronize the door opening animation with sound. I spent more time on this small feature than any other, but in the end it was worth it

Armory Entrance. A particular challenge was to synchronize the door opening animation with sound. I spent more time on this small feature than any other, but in the end it was worth it

Armory Entrance - Drone Flight

Temple Entrance. Upon stepping into the Armory, we observe a door to the final area, as well as weapon lockers

Temple Entrance. Upon stepping into the Armory, we observe a door to the final area, as well as weapon lockers

Sealed Area. I wanted to create the impression that the environment is larger than it really is, so I put a strong emphasis on ambiance of all closed off sections. This one in particular implies obscure heavy machinery behind the wall

Sealed Area. I wanted to create the impression that the environment is larger than it really is, so I put a strong emphasis on ambiance of all closed off sections. This one in particular implies obscure heavy machinery behind the wall

Sealed Area - Breakdown (World Normal - Lighting - Nanite Clusters)

Sealed Area - Breakdown (World Normal - Lighting - Nanite Clusters)

Exploded Wall. An area just behind the weapon lockers that reveals an extremely dark hallway with a crying mummified woman at the end of it

Exploded Wall. An area just behind the weapon lockers that reveals an extremely dark hallway with a crying mummified woman at the end of it

Vera enters the Temple/Ending Area

Vera enters the Temple/Ending Area

Excavation Equipment. I wanted this room to be visibly less explored than the rest. It's almost as if as soon as people dragged equipment in, something terrible happened

Excavation Equipment. I wanted this room to be visibly less explored than the rest. It's almost as if as soon as people dragged equipment in, something terrible happened

Excavation Equipment - Breakdown (World Normal - Lighting - Nanite Clusters)

Excavation Equipment - Breakdown (World Normal - Lighting - Nanite Clusters)

Temple Exit - Drone Flight

Vera faints near the Altar. A climax of the demo, Vera sees her own violent demise and loses consciousness, while being engulfed in darkness. And on this note the experience ends with a bit of a cliffhanger

Vera faints near the Altar. A climax of the demo, Vera sees her own violent demise and loses consciousness, while being engulfed in darkness. And on this note the experience ends with a bit of a cliffhanger

Extras. Footsteps Sound Que. This is a screenshot of a part the sound system, responsible for Vera's footsteps on different surfaces

Extras. Footsteps Sound Que. This is a screenshot of a part the sound system, responsible for Vera's footsteps on different surfaces

Extras. Environment Wireframe from a view closer to the start

Extras. Environment Wireframe from a view closer to the start

Extras. Environment Wireframe from a view closer to the ending

Extras. Environment Wireframe from a view closer to the ending

My personal work in Unreal Engine 5. I was heavily inspired by the atmosphere of a Soviet military bunker I visited a year ago and wanted to make a similar digital experience with emphasis on horror and mystery. I also wanted to improve my skills in sound design, animation, scripting and texturing, so I paid special attention to each area of the map, small environmental details, character materials, animation and sound blueprints. Enjoy ;)

Date
February 12, 2023