
The Dark Occult - A.K.A. The Conjuring House
Title: The Dark Occult
Genre: Survival Horror Game
Platforms worked on: PC / PS4
Release date : September 25, 2018
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Working period: January 2016 to Today
Company: Rym Games
Role: Game Designer / Level Designer / Scripter
Used tools: Unreal Engine 4 / 3DS MAX
The Dark Occult is a psychological driven horror game that puts players in a constant state of anxiety that crescendos into raw panic and terror. The game takes place in a decaying manor with demonic entities and strong ties to the occult. You will encounter grotesque creatures, who will take your life at any moment. Your only goal -- survive.
The Dark Occult Trailer
Missions:
​The Dark Occult project is a survival horror game on PC/PS4, it took 3 years of development, during this period i worked on many game aspect :
Game Designer :
Design, Prototyping and Development of :
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Game Mechanics (3C : character/Camera/Control)(Script events)(MainEnnemy Spawns)(Forced GP)
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Game Ennemies (AI design, scripted moves)
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GPE (Gameplay Elements : keys, locked doors, collectables, interactive object... )
Produce game design documents:
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GP challenges, Game characters, Game ennemies, Game bible, Game mechanics, Game objectives, GP sequences, Scare Jump sequences
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Design of game achievemets for 2 differents game modes (46 achievements)
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The Dark Occult
Gameplay Trailer 1
The Dark Occult
Gameplay Trailer 2
Level Designer :
Prototyping and Development of :
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Level Architecture (Rooms, Stairs, Corridors ... with UE4 BSP / Adobe 3Ds Max for Static Mesh Maps)
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Game Levels (instantiate GPE, Ennemies, Scripting on Levels Blueprints, difficulty settings)
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Game Loading System (real time loading bar)
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Level Streaming : (using Level Streaming volume and blueprint level streaming methods for a non-linear game to display maps and control memory RAM)
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Debug : GP, maps, characters, cinematics ...
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Programmer :
Debug GPE with C++
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Game Scripter :
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Use UE4 Blueprints Visual Scripting to create GPE and Create GP sequences using Rapid Iteration Test method
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Script Objectives system and collectable notes system
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Script items inspection system
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Create and script Force Feedback (gamepad vibration) for the game (MC, Enemies, Scare Jumps, Cinematics ...)
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Script Save/Load game and settings with GameInstance and SaveGame Object.
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integrate and script game achievements using steamworks and level blueprints
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Debug GPE and script events.
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Cinematic Designer :
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Design and production of game cinematics and ingame sequences
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use matinee and level sequencer tools (UE4) to produce both game cinematics and ingame sequences
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work closely with 3D Animator to produce charachters animations with Adobe 3Ds Max
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Produce Documents for Cinematics Tasks
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The Dark Occult
Game intro cinematic
The Dark Occult
Demoniac arms cinematic
The Dark Occult
House Upside down cinematic
The Dark Occult
House Upside down Prototype
The Dark Occult
End game cinematic
UI / UX Designer (User Interface / User Experience Designer) :
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Design and Development of the game UI (ingame Menus, game HUD)
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Script with UMG Blueprints
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Create UMG elements animations
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Script UMG Gamepad Navigation with triggering elements Animations and sounds on UE4 4.15 version
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Use Adobe Photoshop CC 2015/2018 for making different assets (buttons, backgrounds, icons...)
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Debug UE4 UMGs
The Dark Occult
UI / UX
Sound Integration :
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Use Adobe Audition to edit sound files, and convert to UE4 compatible format
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Create sound cues on UE4 with audio scripting components (mixer, looping, random ...) and set sound spatialization in game maps
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Create Master Sound Class and other classes to manage sound settings
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Debug Sound
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Data Manager :
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Install archive solution software based on a client/server architecture (Helix Visual Client (P4V) | Perforce)
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Manage repositories on server
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Manage client hosts and connect P4V to UE4
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Generate game versions for QA debugs (Quality Assurance)
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Upload game versions and game updates on Steam via Steamworks SDK
Game Localization :
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Create Localization branch for the game on UE4
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Generate PO files for localization
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Use Google Translator Toolkit to manage PO File and dispatch tasks for third parties
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Localize game content to French and Arabic languages
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Update localization during all the dev process
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QA Tester :
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Prototypes testing, game testing, listing bugs with QA tool (trello).
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Dispatch bugs by job and priority
IT Manager :
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Manage IT infrastructure (servers, workstations, printers, routers, switches, dev kits ...)
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Setup and manage the company network (LAN, security)
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Microsoft Active Directory Administration (windows 2008 r2 data center)