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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 :

  • Game Mechanics (3C : character/Camera/Control)(Script events)(MainEnnemy Spawns)(Forced GP)

  • Game Ennemies (AI design, scripted moves)

  • GPE (Gameplay Elements : keys, locked doors, collectables, interactive object... )

 

Produce game design documents:

  • GP challenges, Game characters, Game ennemies, Game bible, Game mechanics, Game objectives, GP sequences, Scare Jump sequences

  • Design of game achievemets for 2 differents game modes (46 achievements)

GD01
GD02
HappyFamily

The Dark Occult

Gameplay Trailer 1

The Dark Occult

Gameplay Trailer 2

Level Designer :

 

Prototyping and Development of :

  • Level Architecture (Rooms, Stairs, Corridors ... with UE4 BSP / Adobe 3Ds Max for Static Mesh Maps)

  • Game Levels (instantiate GPE, Ennemies, Scripting on Levels Blueprints, difficulty settings)

  • Game Loading System (real time loading bar)

  • Level Streaming : (using Level Streaming volume and blueprint level streaming methods for a non-linear game to display maps and control memory RAM)

  • Debug : GP, maps, characters, cinematics ...

BAS
BSP02
RDC
BSP03
ETG
BSP01
ATC
LSV01
LSV02

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

  • Script Objectives system and collectable notes system

  • Script items inspection system

  • Create and script Force Feedback (gamepad vibration) for the game (MC, Enemies, Scare Jumps, Cinematics ...)

  • Script Save/Load game and settings with GameInstance and SaveGame Object.

  • integrate and script game achievements using steamworks and level blueprints

  • Debug GPE and script events.

BP01
BP02
BP03
BP04
BP05
BP06
SteamAch

Cinematic Designer :

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  • Design and production of game cinematics and ingame sequences

  • use matinee and level sequencer tools (UE4) to produce both game cinematics and ingame sequences

  • work closely with 3D Animator to produce charachters animations with Adobe 3Ds Max

  • Produce Documents for Cinematics Tasks

LevelSequencer01
LevelSequencer02
Matinee01
Matinee02

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)

  • Script with UMG Blueprints

  • Create UMG elements animations

  • Script UMG Gamepad Navigation with triggering elements Animations and sounds on UE4 4.15 version

  • Use Adobe Photoshop CC 2015/2018 for making different assets (buttons, backgrounds, icons...)

  • 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

  • Create sound cues on UE4 with audio scripting components (mixer, looping, random ...) and set sound spatialization in game maps

  • Create Master Sound Class and other classes to manage sound settings

  • Debug Sound

Sound04
Sound02
Sound03
Sound01

Data Manager :

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  • Install archive solution software based on a client/server architecture (Helix Visual Client (P4V) | Perforce)

  • Manage repositories on server

  • Manage client hosts and connect P4V to UE4

  • Generate game versions for QA debugs (Quality Assurance)

  • 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

  • Generate PO files for localization

  • Use Google Translator Toolkit to manage PO File and dispatch tasks for third parties

  • Localize game content to French and Arabic languages

  • Update localization during all the dev process

LOC01
LOC02
Loc00
LOC03

QA Tester :

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  • Prototypes testing, game testing, listing bugs with QA tool (trello).

  • Dispatch bugs by job and priority

IT Manager :

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  • Manage IT infrastructure (servers, workstations, printers, routers, switches, dev kits ...)

  • Setup and manage the company network (LAN, security)

  • Microsoft Active Directory Administration (windows 2008 r2 data center)

The Dark Occult

Game credit

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