Project Overview
This solo project was designed as a cinematic horror experience using Unreal Engine 5, with the goal of showcasing atmospheric design, tension-building, and visual storytelling. Set within a sprawling, derelict mansion, the scene places the player in control of a slow-paced walk cycle with subtle look-around mechanics and a flashlight. The minimalist interactivity is intentional, used to amplify a sense of helplessness and vulnerability. As the player explores, the environment begins to react: objects disappear and reappear in unnatural ways, sounds echo without a source, and the layout subtly shifts to disorient. A lurking, unseen entity begins to mirror the player's actions—its footsteps echo behind them, suggesting proximity without ever fully revealing itself... until the jump scares strike with carefully timed cinematic tension.
The project pushed the limits of UE5's environmental and lighting tools to create a visually dense and immersive horror space. Real-time lighting, volumetric fog, and post-processing effects were key in achieving a dread-laden atmosphere. Implementing subtle environmental cues like flickering lights, creaking floors, and object physics helped reinforce the illusion of a living space under supernatural stress. Designing the mansion layout required meticulous planning to balance open exploration with tight narrative pacing. Integrating jump scares demanded precision in event scripting, audio design, and camera placement to maintain immersion and surprise. This cinematic demo demonstrates a strong command of horror principles and UE5’s toolset for emotional storytelling.