Now is the time of year that a few funding companies start accepting applications, particularly the UK games fund. We've been working hard to put a pitch deck and a short video together, explaining the game as a whole. It has meant that actual development has been a little slow, but we are only 2 people and there's a lot of other things going on. I think we have a very strong concept for our game, and so if we managed to get funding, we could focus more serious time on its completion. Currently Luke has been working a lot of freelance jobs, into the early hours of the morning and I've been focusing on retail positions, so that we're able to pay our mortgage and bills.
There are little to no job listings for artists in the games industry at the moment, especially in England, it is the worst I've ever seen it. The very small handful of England based game art positions are either hundreds of miles up North (or on the Isle of Wight) and require in office work, as I live in Leamington Spa, it isn't really feasible. Companies outside of England don't seem very keen on hiring from outside of their countries, even for remote positions, which is fair as there's probably a load more paperwork and taxes to sort out, plus there is a huge wage difference in some cases. I don't believe I ask for a high wage, I have even been told that I'm asking for lower than the wage range for certain UK companies, but that still seems too expensive for some other countries. I do feel very let down, as Leamington Spa is supposed to be a tech/gaming hub, and that's a big reason why we bought our house here, but it seems like the companies have all locked up their doors and they're not letting anyone else in! If we got funding then this would free us both up to focus fully on the development of this game. By the time it's released, maybe the games industry will have sorted itself out, or we'll just focus on our next big idea!Revival Manor Project 2026
Nailing Down the Details
So there's been a lot of behind the scenes discussions on gameplay, target audience and replay-ability, as we've decided that we're going apply for funding, so there's a lot of questions that need answering in order to present this project in a clear and concise way to potential investors.
A big step for me was completely eradicating any AI in the project, I really have a personal distaste for it, I'm putting my foot down and I think we should start as we mean to go on. The only AI content in the game so far has been the placeholder paintings, so I have now replaced all of these for royalty free real-life paintings from Unsplash. I think they just have so much more character to them and I can confidently say that there is no AI in the game at all anymore, I literally rewrote over the texture files so they don't even exist in the project! I might still edit or replace these paintings in the future, but they are great placeholders. I have been studying horror games set in manor houses lately and I have been getting a lot of inspiration from Layers of Fear especially, so there might be a slight nod to that (with paintings changing horrifically during gameplay) as development progresses.
AI vs Real Paintings
I carried out the repetitive task of swapping out all doors for the interactive blueprint versions, so now all doors work as expected, I have also hooked up the loot objects with the blueprint that Luke created, and I tested everything. It has created another task for me now though, which is deciding about UI and icon images. I've very briefly started looking into this and honestly I got bored! 😅 I'm not a UI artist and I really don't seem to have any sort of passion towards it, so I will be asking my UI friends for initial guidance and maybe this is where we may hire someone to do it properly later down the line. But I created a mock-up, which is maybe ok? I don't know, I will seek advice from more knowledgeable people!
Another big change has been that I found a girl model that I was actually happy with for the evil player. The Demon Doll Character from HelenNova on Render Hub just fit almost perfectly with the idea that I had in my head for this character. I would maybe like to change the hairstyle later down the line but it's set up in such a useful way that this doesn't seem like it will be an issue at all. I assigned some idle animations and attached a light underneath her face, and she just looks so menacing looming outside of the windows, it's great!
A big decision we made was to add cards for modifiers for the evil player. I hadn't really put a whole lot of thought into what gameplay would be like for the evil player, other than it would be like a top down of the house and they'd activate traps etc. But now we've decided that there will be a deck of cards that enable different randomised abilities, which will make each playthrough a different experience. They would visually look like a sort of tarot deck, which could also tie into the lore of the game. Maybe the girl found this cursed card deck and that's where these magical abilities come from. We still need to decide on the full list of abilities, but for now it's probably best to decide on a handful, and we can add more as the project goes on. I spent an hour or two on my drawing tablet with a sleeping Pumpkin on my lap and created two mock-ups for how I imagine these cards would look. This is also something that could be a potential unlockable based on a levelling-up system or maybe future DLC.
The Manor Beckons Once More
I managed to complete my art test a day before the deadline and submitted it without issue. The company responded quickly with a thoughtful and encouraging email. While it didn’t lead to an offer this time, it was still a valuable experience. I’ve come away from it having finally learned Blender, which is a great new skill to add to my toolkit.
I also mentioned this project to them during the interview, and they showed genuine interest, suggesting that I set it up with source control if I plan to take it further. Taking that advice on board, I set things up using Diversion, which I’ve previously used for freelance work. I also have experience with Perforce and Git from larger studios, and so far Diversion feels like a solid, user-friendly free option for solo and indie development.
Since my break from this project, Luke worked on implementing some player models for me. I decided that I wanted to use the Puppet Creature models from Stigma Studios on the Fab store.Puppet Creature 01 by Stigma Studios
Eventually I think I would like the player to have the option of customising these puppets, maybe by drawing on the faces or having some pre-set faces that they could choose. Similar to Content Warning, or Roadside Research. The players could maybe also have colour variants for more customisation.
Luke added the puppet to the project and attached a flashlight. This was initially set up with the basic unreal engine styled walking and running animations. He blended the animations between the flashlight holding and the default walking and running animations.
I think that just having the player characters set up in engine really helps to sell the idea that they are dolls in a dollhouse.
In other personal news, I got invited to carry out another art test for a different company that I had a successful interview with. This one was a lot bigger scope and I felt a bit like they were asking for too much in the timeframe, but you have to be professional about these things. I managed to complete the fully textured, fully lit environment that they asked for, with all of their specifications, in a week and it still resulted in another rejection..soo we move on.
The cats are definitely picking up on the stress, as they have fallen out with each other again, this seems to happen every couple of months since being kittens. Now we have to keep them separate and slowly try to reintroduce them, like we have done before. It is a very tiring process and is taking a toll on both of us. So I will update when I can, but it's very difficult to concentrate when babysitting a screaming cat that needs constant attention, and only being able to leave a room when the other cat isn't around. Life is not great at the moment..
Placing on the Backburner
I have to take a short break from this project as I have been invited to carry out an art test for a company that I applied to. I'm using this opportunity to learn Blender, as this is the company's 3D program of choice. They said that I could use Maya if I wanted to, but they wanted to challenge me and see how I got on with Blender. In my previous role a lot of the other artists preferred Blender but I was still allowed to use Maya, so I never learnt. The longer I'm in the industry, the more common it seems to be that people are switching to Blender, so it's about time I have a look too!
So far I've been learning it for 3 days and it's slowly getting less daunting. I like the modifiers, but navigating around the program is challenging. I have post-it notes stuck to my monitor with lists of hotkeys and I have to Google how to do specific things, but I'm getting there, slowly.
It is weird to feel uneasy and slow with 3D modelling, as I've been in the industry since 2016. It takes me back to my university days, feeling embarrassed and awkward. Google and YouTube are my friends at the moment though, there's a lot more information available now than when I was at university!
In other news, I just got a new super cute mouse and keyboard, which of course will help me with productivity.. but I mostly got it because they both connect to the same Bluetooth USB adapter. I have limited USB slots in my PC and also there's no wires for Pumpkin the Destroyer to sink her fangs into! Her current record is 3 gaming mice and 2 wired Xbox controllers, she has expensive tastes.
General Housekeeping
One of the biggest annoyances I've had when working professionally for a company is lack of organisation. Each developer seems to have their own ideas of the best way to keep files and levels organised and it is never consistent, even if there's discussions and guides to follow about naming conventions, folder structures and level hierarchies, the final product is often a jumbled mess behind the scenes. I think this is a huge advantage to being the main developer on this project. Although I have and will have additional help from other developers, I am in charge of this game so I will make sure it is organised in a way that makes sense to me.
Now that I'm generally happy with the room layouts, I decided to group all of the wall assets per room into folders in the outliner. This will make my job a lot easier when I get to the optimisation stage, as I can easily hide and view each room individually. I am currently undecided on whether it will be more performant to merge all of the walls together per room, or stick with the modular assets, as I've mostly worked on optimisation within the VR space, so PC might be different and this is something I'm going to have to do some research on. But if I want to merge them, then having them in these folders will also be a big help for that stage.
Another general clean-up pass I've done is collision. Many of the assets from the packs that I used were either using complex collision meshes or multiple 10-24 DOP Collision meshes generated from Unreal, when they could very easily use a simple box or cylinder collision mesh. I don't think it is necessary to have perfect collision for every single asset, especially if they're just background props that can't be interacted with. Also some assets like the rugs and paintings didn't really need collision. I've done a big collision pass on most of the assets that I've placed and play tested all of the areas.
I'm starting to fill out the rest of the house now, and I think I've only got maybe one or two rooms left to block out. I'm thinking a lot about what features I want to add to each room, like possible areas to scare the players and where to put the pickups. It's starting to shape up to be a game, (in my head anyway!) and I can't wait to start getting some of these ideas in the actual level. I think my main concern at the moment is players learning exactly what is going to happen where, so they will expect certain things and not get scared by them. I know that I can't avoid this completely, as my target audience is streamers but I'm trying to think of ways to have more variety with the traps and "secrets".
New Rooms and Layout Changes
The next challenge has been creating new rooms in the house, before I recreated the four rooms that I had initial planned out for my uni project, but in order to make this into a proper game, I needed more rooms!
I researched existing manor house blueprints and floorplans to get an idea of how many rooms I should have and what would be more/less important.
I plan to make a kitchen and servants area at the end of the corridor, and this will also be accessed from the door at the back of the dining room.Another change I decided to make was to wall off the upstairs landing area in the lobby, so it can be used as another room. Before this was like a balcony area with an ornate bannister running across, but as the player wasn't able to go up here in my original game, it was purely for decoration and I feel that its more beneficial now to have more play space.
Upstairs
There are doors either side of the corridor that lead to two bedrooms and a small bathroom.
Mental Health Down the Drain
I might delete this post, as it's not really about my project, but it's my blog so I can write whatever. I think maybe if things get better it might be nice to look back on this and see how my life improved, we'll see I guess..
Being ghosted by games companies is really starting to get to me. It's really been taking a toll on my mental health lately because I just feel like I have no purpose and none of the companies want me. It's so difficult, I know a lot of people are in the same boat as me, which in one way lessens the negative thoughts towards myself, as its a problem with the industry and not specifically me, but on the other hand it means there's so much more competition and I don't really know how to stand out. It feels like just pure random luck whether someone gets a job or not at this point. I'm currently volunteering at my local charity shop just to get out of the house and have some kind of human interactions, I actually really enjoy it and I like helping people and being somewhat useful. The other staff and customers are genuinely grateful for me being there which is lovely, but obviously it doesn't pay my bills or use any of my creative skills. I think I'm very likely to continue volunteering even if I got a paid job. I have actually been looking into other avenues, seeing if I could transfer my skills into a different industry, but I always end up at "but I don't want to". It's so frustrating, games have always been my passion, I wanted to work in the games industry as a child, I studied for years and got multiple qualifications and yes I got in and I worked for a few companies, I feel like I did everything right but why did that have to end so suddenly? I just want to make cool stuff with cool people and get paid for it, but that seems almost impossible at the moment!
On the days when I'm not volunteering, its a struggle sometimes, I feel very lost. I check multiple job boards that I have saved in my bookmarks, and obsessively refresh my email just in case, I keep everything logged on a spreadsheet but the job posts are getting fewer and fewer as the days go on. Ultimately when I'm feeling completely helpless, I actually just manage to get through my days by looking into the eyes of my cat Pumpkin. She looks back at me with such love and admiration and she doesn't care about whether I have a job or not, whether AI is going to completely destroy all creative jobs, or anything about the state of the world currently, she just wants a full food bowl and a warm lap to curl up on.
I wish I could think like that sometimes, life would be a lot easier.





