An immersive horror experience where the asylum itself becomes your worst enemy.
Project Asylum is a first-person psychological horror game where the building becomes your enemy. Explore the dynamically changing hallways of this abandoned mental institution, uncover secrets with only a UV flashlight, and escape the nightmare alive.
In Project Asylum, you play as an employee sent to verify the demolition of an abandoned mental institution. But things quickly spiral into chaos as the building itself shifts, traps, and terrifies you. Equipped with only a UV flashlight, players must navigate eerie hallways, solve environmental puzzles, and uncover the institution's dark secrets while avoiding unseen dangers lurking in the shadows.
As a gameplay programmer for Project Asylum, I was responsible for implementing key systems that enhanced immersion and gameplay. Here's a breakdown of my specific contributions:
This project sharpened my skills in Blueprint scripting, event-driven design, and integrating gameplay mechanics with immersive sound design. It also provided valuable experience collaborating with level designers and artists to deliver a cohesive horror experience.
Download the files below to explore my personal contributions during the development of Project Asylum.
Explore key Blueprint systems I developed for Project Asylum.
Crouching Function: Blueprint for crouching mechanics with smooth transitions and sound effects to enhance stealth gameplay.
Sprint Function: Sprinting system with dynamic FOV changes and stamina management, increasing player tension during escape sequences.
Movement and Backwards Movement Function: Comprehensive movement controls, including backwards walking with unique speed and camera adjustments for suspenseful gameplay.
Footsteps & Flashlight Sound Effects: Dynamic sound design for footsteps and flashlight toggles, reacting to player movement and environmental interactions.
Furniture Sound Effect: Implemented sound effects for moving or interacting with furniture, adding immersion and environmental feedback.
Door Slam Implementation on the Trigger Box: Created a trigger-based door slamming mechanic to surprise and unsettle players, paired with sound cues.
Slammed Door Function and Sound Effect: Detailed door slamming mechanics with corresponding sound design to increase atmospheric tension.
Prompts System Adjustment: Enhanced interaction prompts for engaging with objects like flashlights, doors, and environmental elements.
Implementation of Footsteps Sound Effect: Detailed sound effect system for footsteps that reacts dynamically to player actions and surface types.
End Game Screen: Developed the game's end screen UI, displaying player stats and outcomes upon completing the game.
Check out the game and my contributions!