Cultist Castle
Unreal, First Person Shooter
Cultist Castle
Unreal, First Person Shooter
Cultist Castle
Unreal, First Person Shooter

"Hotel California" - Showcase




Looping Hallways
A major feature of the level is the looping hallway corridors. Initially in the level the player can explore the hallways and get used to the recursive nature of the level, and later in the experience the player is forced to traverse through the network. Early exploration is rewarded by allowing the player to progress, while lack of knowledge of the hallways enhances the confusion of later challenges.



Light Controls
By the end of the level development I had created a specified "Flickering Light" asset that I transformed all of my lights into. As I worked on the project I expanded the capabilities of this asset the most to enable more needs. Throughout the experience the level undergoes various lighting changes in both intensity and hue, and often a flickering effect.
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The lights are all individually processing the commands for flickering and color coordination due to blueprint functionality, so I made further use of this and had each light assign a small random float to augment their exact hues and flicker lengths to disrupt the lights as a group and create asynchronous discord.



Moving Furniture
Like with the lights, the furniture were all based off of a new blueprint asset, to control their position and other independent functions. The furniture in the upper elevator lobby and lower elevator lobby were meant to mirror each other and create some approximation of the effects that the looping hallways were causing, however I don't believe the effect was quite as successful as I had hoped it to be.


Design Documentation
Blog-style Design Process

Another Unreal Project
Cultist Castle, First Person Shooter

