A first-person horror project I’m developing solo in Unreal Engine 5, from C++ gameplay to Wwise audio.

Watch the teaser with sound

Black Zones hide the room around the player. Each press of the scan button sends out a sound pulse that reveals nearby surfaces as points.

In development, on hold while I build HUSHABYE. Solo: game design, C++ gameplay systems and the Wwise implementation. The cinematic teaser runs 1:06.

The Annex04 room in the teaser: three green terminal desks under the sign ANNEX / 04, Acoustic Reconstruction Division, the middle screen reading NO RESPONSE
Annex04, the facility in the cinematic teaser. Play from 0:07

Scanning a Black Zone

I wrote the scanner in C++. The points it draws give the player a route through the darkness.

The 54-second recording shows prototype 0.4: the button-triggered scanner in a corridor blockout.

  1. A pitch-black corridor with one small lit doorway far ahead
    Before a scan, a distant lit doorway is the only visible landmark.
  2. White points spreading across the walls, floor and ceiling of a dark room
    The pulse draws points on the walls, floor and ceiling. In the teaser: Play from 0:42
  3. A doorway outlined in blue, with the room around it drawn in scan points
    The points outline a doorway, the direction for the next scan.

Null and the cost of a scan

A dark room drawn in blue scan points, with two lines of white points along its ceiling and floor

Null is the enemy I’m designing. It will follow the player’s scans.

A more detailed scan would reveal a clearer route while making the player easier to track.

A sound somewhere else is meant to work as bait. I also plan to let microphone input and environmental sounds reveal surfaces, so the scan button is not the only way to see. These are still plans and are not in the prototype 0.4 recording.