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ghost game

Ghost Game is a first person, horror game demo that places the player into a haunted mansion with the goal of eliminating the ghost within. They will collect notes, destroy haunted artifacts and observe scary events before finally revealing the ghost's true form and trapping it using a sign placed on any flat surface. This game was developed over a period of 2 weeks.

Role(s): Technical Designer, Producer

Team Size: 9

Development Period: 2 Weeks

Engine: Unreal Engine 4

Platform: PC

Achievements/Learning Points:​

  • Experience with repeated pitches

  • Technical design & blueprinting

  • Cinematics design and cameras 

  • Rapid production cycle for a team

My Work & Achievements

GG1.png

Horror Event Programming

A lot of my technical design time went into building different scary level interactions as requested by the designers. This would range from bookshelves falling over to objects flying across the room. I would always make these highly customizable so multiple objects could be selected and all important variables were exposed to the designers for ease of use and access.

Cinematics Setup

During this project, I also taught myself how to use the cinematics tools in Unreal Engine 4 including camera, crane, and rail. I set up the intro game cinematic sequences and connected them up to when the game is launched so the intro cutscene will play, accompanied by the narration in the background.

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Production Documentation

During this project, I was responsible for maintaining all production documentation for the team including a capacity plan, product backlog, testing schedule, burndown chart & burnup chart. I would make sure all of these got updated regularly and that the project was still on schedule, which was especially important given our short time frame.

Stakeholder Pitches

For this project, I was also responsible for creating all pitches we would then present to our teacher who would act as the project stakeholder. These would include all sorts of diagrams showing metrics we were tracking as well as several one-pager designs so data could quickly be digested.

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