GP3 The Neglect

The Neglect was our third game project at Futuregames. It was made in collaboration between the Futuregame sites in Malmö and Warsaw. For this project we had to make a game in Unreal with the following themes:

 

  • Put a twist on it.
  • It's dangerous to go alone.


The Neglect is a first person psychological horror experience.

You've just purchased an empty house, only to discover it's cursed shortly after moving in. While napping on the lone piece of furniture left inside, terrifying events start to happen and you find yourself trapped in a time loop..


  • Single player, Psychological horror.
  • Made in Unreal 5.3.
  • Between 15 - 20 minutes of playtime. 
  • Team size of 12 people, 6 artists, 2 designers, 4 programmers.
  • 10 Weeks full time to make the game.


What I worked on

Interact System

In this project I was responsible for the Interact System. For this I made a Interactable Component that you can put on any actor. There are three main interact settings. 

1. Is Inspectable:

When this is selected the actor you interact with

will zoom into the center of the camera and rotatable with the mouse.

2. Is Interactable:

When this is turned on the actor becomes interactable. This is reflected when hovering over the actor with the crosshair.

3. Is Highlightable:

When this is turned on interactable objects will be highlighted when hovering over them. This is achieved with a postprocess outline shader.

These options can be combined aswell.


Inspect & highlight example:

Door System

I also worked on the system for the doors in this project. This is closesly tied with the interact system. Every door have an Interact State which determine what happens when you interact with the door.


These are the implemented interact features:

Open and close:

Partially open:

Locked: (Plays a sound & show a text hint if added)

Sequence: (Starts playing the selected sequence)

No handle:

Checks if you have a handle in your inventory required to open the door.

->

->

Level streaming

Another part I worked on is the Level management/streaming in the project. This is a key feature in our project since our entire game is based on changing environment and the time loop. This means we need to be able to load levels dynamically. In total we have 11 different levels, 9 of which are required to load and unload during game time. 


See video of example of how the level streaming looks while playing:

Our team:

Artist:

  • Benjamin Angel
  • Francesco Ortolani
  • Primus Engström
  • Johanna Nilsson
  • Julia Budych
  • Mateusz Banasiak


Designers:

  • Kamil Siwek
  • Eryk Wrochna


Programmers:

  • Alexander Reuter
  • Evert Andersson
  • Cristian Stirbu
  • Michał Szcząchor