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THE MAD MANSION 

ROLE

Lead Developer / Programmer 

DESCRIPTION

The Mad Mansion is a 1st Person Psychological Horror Game, with a heavy focus on Puzzles and Exploration. The player enters the house of the trickster and is challenged to solve his puzzles and survive his deranged games.
CAN YOU ESCAPE THE MAD MANSION!

YEAR

2022

GENRE

First-Person Phycological Horror 

PLATFORM

PC

DEVELOPMENT

PUZZLE MECHANICS 

Fuse Box Puzzle

The goal is to turn on the power in the house. The player will achieve this by exploring the level environment in search of three dials; they must then return these dials to the fuse boxes, setting them to the correct position.

Piano Puzzle

The goal is to open the hidden door. The player first needs to locate the key hidden in the clock to unlock the piano. When successfully unlocked the player must then perform the “circus theme”, a set sequence of 5 notes in the correct order.

PLAYER CONTROLLER & WEAPON SYSTEM 

The importance of a First-Person Controller in a Horror Game Experience cannot be overstated. It will act as a foundation that the whole game will be built around. The aim is to create a Player Controller that feels responsive and immersive. It stands as a gateway to the Mind, Performing the player's desired intentions and allowing the transmission of emotion, feelings of Fear, Joy and satisfaction. Will all be witnessed through the lens of the camera Because of this, I focused my effort on the development of a fully-featured First Person Controller that feels great in the player’s hands.The controller feels immersive and responsive.

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The Weapon System is a highly polished and professional mechanic that can be easily adapted and implemented into future projects. As an Effective Addition to the gun, I added a muzzle flash using Unity’s Particle system and a light probe that toggles on when fired. The weapon feels impactful and rewarding. I achieved this effect using unity’s Animator. 
Created and implemented weapon Animations for all player states. Helps achieve the effect of giving the character and weapon a sense of weight and impact.

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