Keyfacts:
Engine: Unreal Engine 5.1
Platform: PC (Windows)
Controls: Keyboard
Genre: Survival Horror
Perspective: First Person
Setting: Dystopian 1920s
Style: Semi Realism
About the Game:
While exploring the eerie corridors and creepy rooms of an abandoned hotel, players must keep their protagonist’s pulse under control. Their heartbeat is not only affected by the movement mechanic, but also spikes when they encounter the monstrous porter that roams the halls.
The only way to escape him is to search the rooms for clues to unlock the code that blocks the elevator.
The conditions in which some of the former guests left their rooms provide clues to the history of the hotel and the monster that lurks within.





My tasks:
UI elements:
As planned by the game designer, the various graphics were drafted, iterated and finalised. The heartbeat was set to reflect the rate for better feedback, as was the changing emphasis of the left and right foot element. The collected clues, in the form of torn papers and the necessary key, appeared at the top of the screen.




2D-graphics:
As the corridors were sparsely decorated, research into public domain paintings and their framing helped to support the atmosphere. The images chosen were either empty landscapes, hunting, death and still life in the vanitas or memento mori categories. The only outlier was the subject of dancers, as a previous guest was a painter who admired musicians and related arts.




Decals:
As the monster’s story began in his childhood, it included a friend who witnessed his terrible treatment. To tell the tale without mentioning it directly, environmental storytelling was implemented in the form of childish drawings on walls. Once the images were complete, the decals were created to provide the game designer with game-ready assets.






