Welcome to episode four of Whispers in the Corn Dev Log! In this series, I take you behind the scenes of my solo-developed horror game set in the 1990s, where players get lost in a haunted cornfield filled with terrifying secrets.
In this episode, I dive into the art and science of horror. From prototyping jump scare mechanics to designing the towering Eldritch monster that controls the cursed cornfield, I walk you through the creative process step by step. I also share my thoughts on:
• Designing unique jump scares that avoid traditional tropes.
• Creating a horrifying monster made of vines, bark, and cosmic terror.
• Integrating realistic audio from my field recordings of wind and footsteps.
• Prototyping in Unity using store assets and custom rigs in 3DS MAX.
Plus, I reveal a sneak peek at a conversation system where you talk to the corn itself.
If you're interested in game development, character design, or just love horror, this episode has it all. Like, comment, and subscribe to stay updated on the development of Whispers in the Corn! Don’t forget to sign up for my free newsletter on the website to be among the first to access the game.
🔧 Tools Used: Unity 2022 HDRP, Vegetation Engine, FMod, Map Magic, Megascans, Microsplat, 3DS MAX, ZBrush.
Join the Mailing List for more updates about WHISPERS IN THE CORN:
https://brianmcrae.studio/projects/wh...
Timestamps:
00:00 Introduction
00:52 Jump Scare Research
01:40 Jump Scare Prototyping
03:08 Eldritch God Gesture Concept
07:00 Eldritch God 3D Mock Up and Paint-Over
09:40 Eldritch God ZBrush Sculpt Start
11:54 VHS and Conversation System Sneak Peaks
12:20 Outro
Website: https://brianmcrae.studio
Twitter: / briancmcrae
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