Action – horror development prototype
Introduction
In the world of game development, drawing inspiration from iconic titles is part and parcel of life for us working in the industry. That said, I’ve always been passionate about spine-chilling games that have kept me on the edge of my seat. In this article, I want to share a more personal journey of how the old Silent Hill games and Resident Evil 4 have had a profound impact on me and how they influenced my side-hustle action horror third-person game.
Old Silent Hill’s impact
Let’s take a moment to talk about Silent Hill, a series that left an indelible mark on my psyche. Silent Hill 1 and 2, in particular, had me hooked from the first eerie note of their haunting soundtracks, and remarkably inspired stories. The way these games delved into psychological horror, making you question your own sanity, was a revelation. I found myself immersed in their twisted tales and utterly terrified by their nightmarish settings.
Those two earliest titles of the series taught me the power of atmosphere, that a well-crafted environment can be as much a character as any protagonist. That’s why we’ve poured our hearts into creating settings that evoke the same sense of dread and unease that Silent Hill instilled in me.
Resident Evil 4 action-oriented approach
Now, let’s shift our focus to Resident Evil 4, a game renowned for shifting gears to a free-camera gunplay, and survival horror elements. Resident Evil 4 showed me that fear could be amplified through gameplay, while still keeping the premise of “every bullet counts”, and every decision mattered, like on it’s predecessors. The claustrophobia of tight corridors is still present here, and the constant anxiety of running low on resources are a masterclass for developers.
My admiration for Resident Evil 4 tense action led me to ponder the possibilities of blending it with Silent Hill’s atmospheric horror. The idea of taking the spine-tingling environments I loved from Silent Hill and infusing them with the weapon action and resource management of Resident Evil was too enticing to resist.
In this upcoming endeavor, I am striving to capture the essence of both Silent Hill and Resident Evil, creating an experience that’s deeply personal for me as a developer. I want players to feel the same psychological torment that I felt playing Silent Hill and the same adrenaline-pumping excitement that Resident Evil delivered.
The Fusion of Two Legends (in my head at least)
This project isn’t directly about creating a commercial success; it’s a labor of love, a chance to pay homage to the games that have inspired me throughout my career. We’re crafting an experience that I hope will resonate with fans of both series, combining the unsettling atmospheres of Silent Hill with the tense action of Resident Evil.
It goes without saying that I use an enormous amount of stock assets, since I am not an artist. What I strive for though is utilizing those assets accordingly and in harmony with each other, honoring the purpose for which they were created.
The current list of stock assets are:
Base Animations:
Close Combat: Swordsman by u/ZzGERTzZ
UE4 Anim Starter Pack
Mixamo
Environment, Sound Effects and Characters:
Abandoned Factory Buildings by Scans Factory
Adam (Pre-Adobe Mixamo)
Maynard (Mixamo)
Melee Weapons by KarlDetroit
Military Weapons Silver by Adia Entertainment
Footstep Sounds by Bartosz Kamol Kaminski
Background Music:
SILENTIUM
https://www.youtube.com/watch?v=GpSj3-n3bc4
by the very talented Christian Stahlberg, who is really good at creating dark ambient.
Conclusion
As a game developer, I’ve always been driven to contribute to games in a way that those games will leave a lasting impact on players. The influence of Silent Hill and Resident Evil on my creative journey has been profound, shaping not only the game we’re working on but also the way I approach game development.
My goal is to solo-complete a stable-enough-to-be-played-seamlessly development prototype, and upload it on itch.io to download and play for free.
My wish is to transport players to a world where fear lurks around every corner, where every step is laden with dread, and every encounter is a heart-pounding struggle for survival.
Stay tuned as I continue to work on the side as much as I can, to bring this action horror third-person game to life, a game born out of a personal passion for the genre and a deep respect for the classics that inspired it.