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Build a Full "The Backrooms" Horror Game in Unreal Engine 5 with Blueprints

freeCodeCamp.orgJanuary 21, 20263h 20min16,436 views
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Core Game Mechanics & Camera Setup

  • ๐Ÿ’ก The tutorial begins by transforming the default third-person template into a first-person perspective, adjusting the camera to attach to the player's head and enabling "Use Controller Rotation Yaw" for proper movement control.
  • ๐Ÿš€ Field of View (FOV) is discussed and adjusted, with options for aspect ratio borders also presented.
  • ๐Ÿ”Š Camera shakes are implemented for idle and running states, triggered via Event Tick and player velocity, with adjustable amplitude and frequency for a more immersive feel.
  • ๐ŸŽฌ A body cam post-process effect is created using a custom material, distorting the screen to simulate a found-footage or body-cam aesthetic.

Player Locomotion & Environment

  • ๐Ÿšถโ€โ™‚๏ธ Landing animations are imported and set up to play only when falling from a significant height, triggered by the "On Movement Mode Changed" and "On Land" events.
  • ๐ŸŽถ Custom sound effects and camera shakes are added for hard landings, enhancing the impact of falling from heights.
  • ๐Ÿ‘Ÿ Footstep sounds are implemented using Sound Cues and a custom Blueprint Notify, dynamically playing different sounds based on surface type (normal, water, wood) via physics materials.
  • ๐Ÿšถโ€โ™€๏ธ Crouching and crawling mechanics are introduced, with animations and blend spaces created for crawling, allowing players to navigate narrow passages.
  • ๐Ÿงฑ The environment is built using modular assets, with a focus on creating a maze-like structure inspired by "The Backrooms."
  • ๐Ÿ’ก Materials like "broken ceramic tiles" and "wooden planks" are applied to surfaces, with tiling adjusted for proper visual appearance.
  • ๐Ÿ’ง A water body is implemented using the Water Plugin, with custom physics materials for water footsteps.

Interactive Elements & Puzzles

  • ๐Ÿ“น CCTV cameras are set up using Scene Capture Components and Render Targets, displaying a live feed on in-game monitors.
  • ๐Ÿ“ป Interactive radios are implemented using Blueprint Interfaces, allowing players to turn them on/off with sound effects and adjustable 3D attenuation.
  • ๐Ÿ’ก A "Press E to interact" widget appears when players are near interactive objects, providing clear visual cues.
  • ๐Ÿ’ก Flickering lights are created using a Blueprint with delays and intensity changes to add atmosphere and tension.
  • ๐Ÿšช Interactive doors are implemented with a "Press F to interact" prompt, requiring players to find a key and a fuse to open them.
  • ๐Ÿ”‘ A key system is implemented, where picking up a key enables interaction with doors and fuse boxes.
  • ๐Ÿ”Œ A fuse box puzzle requires players to find a "fuse key" (represented by a wine opener asset) and interact with the fuse box to enable power, which then allows the main door to be opened.

AI, Jump Scares, and Game Over

  • ๐Ÿค– Enemy AI is implemented to follow the player, stopping when looked at directly (Kraken-like behavior) and resuming when not observed.
  • ๐Ÿ’ฅ Jump scares are created using a hidden skeletal mesh that becomes visible, plays a sound, triggers a camera fade, and then disappears.
  • ๐Ÿ’€ A "Game Over" widget is displayed upon player death, with options to "Retry" or "Quit."
  • ๐ŸŽฌ A cutscene plays at the start of the game, introducing the narrative before the player gains control.
  • ๐Ÿ”Š Background music and sound effects are integrated throughout the game.

Project Setup & Packaging

  • ๐ŸŽฎ A main menu level is created with UI elements for "Play" and "Quit," featuring a custom camera and game mode.
  • โš™๏ธ The game is packaged for Windows using shipping settings, resulting in a standalone executable.
  • ๐Ÿ› ๏ธ Optimization techniques are discussed, including adjusting light radius, disabling shadows, and managing draw distance.
  • โš ๏ธ Collision settings are reviewed, emphasizing the importance of using complex collision as simple collision judiciously.
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Whatโ€™s Discussed

Unreal Engine 5BlueprintGame DevelopmentHorror GameThe BackroomsFirst-Person PerspectiveCamera ShakePost-Process EffectsAnimationSound DesignFootstep SoundsCrouchingCrawlingLevel DesignInteractive ObjectsPuzzlesAIJump ScaresGame Over ScreenCutscenesUI DesignGame PackagingOptimizationCollision DetectionLighting
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