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House Sitter

House Sitter is an interactive game-driven VR experience that explores user immersion and interaction. This project leverages immersion into a tool for tension, placing the user at the center of a controlled fright experience.

The Prank Turned Project

Seeing how much fun is too much fun before we get carried away

Tools

Unreal Engine 5, SketchFab, Quixel Bridge, Blender

Design Phases

Modeling, Texturing, Coding, Player Testing, Execution

Phase 1: Modeling & Texturing

The first steps were to transport what I mentally visualized into something tangible for others. Unreal Engines Modeling tools helped me achieve satisfying testable blockouts without having to jump from program to program like in a typical workflow

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A Fright 
Experience?

Purposely scaring ourselves, why..?

Initially an independent study, House Sitter grew from a funny idea to a full fledged 

Pink Poppy Flowers

(Sorry Avril...)

Phase 2: Coding & AI

After I had something I could visually get a feel for it was time to make it interactable. This includes everything from walking, running, jumping, opening doors, inspecting items, hiding, and meeting a completion threshold

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Phase 3: Player Testing

Finally I was able to test everything I grueling worked on, and it was worth it. So worth it we have an ongoing scream counter

*All participants consented to being recorded and possibly being startled*

Phase 4: The Surprise

Small group testing went better than expected, and I thought it'd be boring for my wonderful testers to be bored during the big screening. So with a groundwork that was tested and tried, I revamped everything

A new map, new maze, and new features that enhance the storytelling experience

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Phase 5: The Finale

Currently the experience hasn't launched yet, but is planned to in up coming weeks and will be documented as well

Expected Results: TBD

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