Hunted House

ROLE

Individual Project

tools

Blender

Unreal Engine

Duration

3 months

Project Overview

Hunted House is a puzzle exploration game inspired by Edgar Allan Poe. Players explore a mansion with seven distinct rooms, uncovering hidden memories of the protagonist’s experience.

The art focuses on designing the seven rooms, while development involves building levels and interactions for the purple room using Unreal Engine blueprints.

Game Design

The game draws inspiration from Edgar Allan Poe's 1842 novel The Masque of the Red Death, where a prince holds a cursed party and ultimately dies after passing through seven colored rooms. In my game, the protagonist is invited to a mysterious party and must pass through six rooms—blue, purple, green, orange, white, and violet—before arriving at the dark scarlet room, where a sacrifice awaits.

Each room’s color represents a stage of life like in the novel. For example, the blue room, symbolizing childhood, is designed as a kid’s room, while the purple room, representing youth, is set as a bar with a billiard table.

Settings

Blue Room

Reference

Process

Blue represents the beginning of life in the setting of Masquerade of the Red Death, so I designed the blue room in the style of a kid's room, which is also where the heroine Annie once lived.

In contrast to the childlike environment, the slides and dark blue lights in the room reflect a sense of "weird-core" to create a strange, disturbing vibe. The player needs to collect clues from the cake, chessboard, balloons, rubber ducks, and other items in order to solve the puzzles, find the props, and obtain the password for exiting the room and entering the ultimate "party."

In addition, the player will discover some personal information about the girl in the clues to help advance the plot of the story.

Purple Room

Reference

Process

The purple room indicates youth in Allan Poe's novel, so I set a scene of a bar with foosball, billiard, arcades, which is attractive for the youth. And I designed a sets of large TVs and a pile of huge pillows for creating an unreal cyber-like atmosphere. In this room the player will manage to find the batteies to charge the remote for turning on the TVs and get codes, by interacting with the record player, the guitar,and making cocktails.

The player will get to know more information about the girl such as her last name is Rivers and her liking of collecting records, and revealing the identity as the Knights (a fanatical cyberbullying group) of the player's role.

Green Room

Reference

This room is themed with pools, slides, and plants, inspired by God's third-day creation of water, land plants, and the ocean. To see the codes on the wall, the player must eat mushrooms to enter a vertigo state, which lasts 30 seconds. The player must keep consuming mushrooms for puzzles while also configuring the antidote to avoid fainting from excessive consumption of psychedelic mushrooms. The player will see the ghostly shadow of Annie while in the illusionary state.

Orange Room

Process

The fourth room's theme is planets and the universe, inspired by God's creation of the sun, moon, and stars on the fourth day. To obtain the password, the player will turn the carousel and follow the hint on the clock to place the candy in the corresponding position on the Ferris wheel. Players will awaken the memory of the girl's shared photo of the planetarium while solving the puzzle of the planets.

White Room

Process

The fifth room's main theme is an aquarium. According to Genesis, God created life in the water and birds on the fifth day, so the scene is designed with many sea creatures and flamingos. The player will interact with the fish in the tank and the birds by feeding them cupcakes on the table, play melodies with the piano to get the password, use the fountain, wine, and other items to obtain props and hints, and recall the message of the girl in the plot while interacting.

Purple & Red Room

The sixth room is mainly for sorting out the plot of the whole story and no more fancy puzzle-solving steps, so this scene design is as simple as possible (inspired by the scene in Twins Peak). The player will compose the entire story by filling in the codes in the book on the tea table based on the illustration hints, and the whole storyline will be connected. Finally, the player will realize that he is the role of the murderer of the girl Annie by cyber-hunting and has to pay a severe price for their sins.

The final room is a cathedral-like dark gothic room, with dim lights in six colors, representing the colors of each previous room. The player realizes that the party he is involved in is a revenge sacrifice guided by the boss behind the scenes (Annie's father). The player needs to crack the final code according to the scenes before if successful, the player will get redemption, if not, will be sacrificed.

Game Development

Item Inspection

The UI of the backpack adopts the design of retro computer dialog boxes, and the background of the interface for inspecting items is decorated with many chaotic dialog boxes and vaporwave-style computers, creating an atmosphere of the collapse of the cyber world for the player, suggesting that the character will be devastated by the end of paying the price of his violence.


In this level, the player enters the purple room, which represents youth and sets a bar scene. and the player must explore the room by interacting with items and props, and the protagonist's identity (The Knight) and memories with the girl Annie (guitar, record store) will be implicitly implied.

The player accesses the lyrics of the record Rivers (the girl's surname) via the clue written on the record advertising, triggering the plot of the protagonist's memories of the girl. And in the advertisement, the player learns how to make DIY vinyl records by scratching an empty plate with a knife and then coating it with black liquid. Next, the player collects and plays a vinyl record, counting the number of times the word River appears in the song (12 times ). The player then selects the number 12 football player in the foosball machine, which results in the acquisition of a battery.