Under the Tavern

Overview

Made with Blender & Unreal (used one external asset for a particle effect to indicate flies/decay/fireflies/magic, “Particles and Wind Control System” on UE marketplace)

Main focus: Level design & 3D modelling

This started as an idea for an alternative entrance to a creepy dungeon. Narratively the player would be set out to investigate rumours on people going missing, and having realised that something about this normally cozy tavern doesn’t quite add up, they’ve now decided to check out this tavern on a day it’s supposedly closed, the owner is elsewhere and the coast is clear-- but upon entering they find lights lit and a trapdoor that has been left partially in view (with a carpet that would normally cover it).

Gameplay-wise, the player's overall objective is to find the proof they need and escape before they overstay their welcome and someone realises they’re there. Meanwhile, the door out is locked and there's no key for it, so the player must get creative and figure out how else to escape.

Exploring the tavern and finding the semi-hidden hatch, leading down into the dungeon.

Overview & objectives

3D Gallery Setup

Overview

A whole new vibe: The cellar turns into something much more expansive and elaborate than first anticipated.

Overview of objectives with locks and keys: The idea was to let the main objective (to escape) be relatively simple, as the method to open the exit door only requires one step (using the strange mixture in the cauldron from the study to melt the lock), while leaving the "completionist" objectives (completing the ritual) more elaborate.

Screenshots