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Escape the Mansion
Escape The Mansion Cover.png
Description

This is a prototype of a horror game. While it may not feature extravagant elements, it was developed within a tight seven-day deadline as an assignment for IEK AKMI. Though it's possible that some minor bugs might have slipped through the cracks during development, I've diligently addressed and resolved any issues I've come across.

I thoroughly enjoyed the process of creating this prototype, and I'm confident that it has successfully achieved its intended purpose.

Insights

The AI's ability to track the player's location at all times relies on two core mechanisms. First, a script monitors the player's actions through events. Additionally, trigger box colliders are set up in each room on the map. When the player enters a room, it triggers an event that communicates their location to the AI character.

Besides two predefined static events in the game, the AI spawns based on a randomly generated number, either behind the player or when the player enters a new room. Furthermore, if the player runs for long periods, the AI will spawn if it is not already present on the map. In such cases, it will choose a position on the same floor as the player, at a specified distance, and will start running towards the player.

Development Resources

For the creation of this project, I utilized the Synty Pack - Horror Mansion asset. I started with the showcase scene provided by the author and made minor adjustments to tailor it to my needs.

The AI character is rigged and animated using resources downloaded from Mixamo.

For character movement, I used the script provided by Unity's CharacterController example.

The audio was generated using free AI text-to-speech tools and subsequently edited by me using the Reaper DAW (Digital Audio Workstation). Additional sounds were sourced from websites offering free sound samples.

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