Here is the section for my Haunted House project, which is Project B for my Level 3 Year Two course. I have worked on it with another student, Eli, as part of our group at college.
Team Name: Team James
Members Name: Eli Chen and Victoire Weye
Environment backstory
A well-known Georgian house in the Yorkshire Dales once inhabited by an exemplary esquire and his family has since been occupied by the worst of ghosts. Now, a new tenant has arrived.
Style and aesthetics
- Lighting
For lighting, I decided that the lighting inside the house would be mostly dark with minimal lighting based on this picture of a Georgian house.

- Style
It’s based on various different styles of horror and survival games such as Luigi’s Mansion, Hello Neighbor, the Resident Evil series, Amnesia: Dark Descent, the unreleased PT and Dead Space.

Also, it has influence from an art piece called “Kitchen Nightmares” by a Swedish artist called JoakimOlaffson on DeviantArt and the classic point-and-click Flash game Victor’s Nightmares by Sarbakan.


- Real world props
I was inspired by real life houses like the one below.

References to existing films/TV/games
In the project, there are references to the aforementioned games above.
Reasons behind choice of style
Our team was told to do a 3D haunted house set dressing for the project so naturally, we chose a horror-like style.
Potential problems and solutions
For the modelling, I had a problem modelling the stove/oven in the haunted house as I initially created it by extruding a corner of the kitchen, along with the sink in another corner. I solved this by selecting all of the faces of the oven, exporting it to a separate file and inserting it back into the haunted house model; I did the same with the sink. However, for the sink, I had some issues with n-gons in the sink around the tap and sink bowl; I fixed this by doing things like target welding vertices and edges, triangulating and cleaning up the mesh.
Skill base within the team
As a team, we have skills such as:
- Modelling 3D models in Maya
- Making UVs in Maya
- Rendering
- Texturing in programs such as Photoshop and Substance
- Team management
Resources that I used to achieve style
-
- Autodesk Maya (I modelled all of the assets in the Haunted House with this program)
- Autodesk 3ds Max 2020 (I exported the assets to .FBX to be imported in 3ds Max so I could sent them to Substance Painter)
- Substance Painter (I textured the assets with various materials in the shelf)
- Substance Alchemist (I used this program to preview materials that I downloaded from websites such as Substance Source and Gumroad)
- Substance Source (This nifty website from Allegorithmic has tons of amazingly majestic materials)
- Gumroad (I downloaded free impressive textures created by an artist called Julio Sillet who is on Artstation)
- Adobe Photoshop CC (I had to edit some of the project’s assets so they would fit in a haunted house setting)
Sounds that would been added in:
Diegetic
- Footsteps
- Creaking door
- Thunder
Non-Diegetic
- Tense music such as Beethoven’s 5th Symphony
