Murder Mansion began in 2018 as an attempt to recreate the Spencer Mansion hall from Resident Evil, completing only the antechamber before shelving it to graduate high school. As 2020 came around, I wanted to exercise more of my own creativity by making the layout my own and began to fill my spare time from isolation by finally expanding and completing the Foyer, Courtyard and Dining room in about 2 months while juggling college classes.
When I learn a new skill or increase my proficiency in a tool such as procedural materials, wrapping textures for PBR, etc. this will usually be my testing grounds for attempting to apply them to a real, tangible game world. Namely, this is where I learned how to apply the majority of my model optimization knowledge in scenes with advanced lighting and shadow capabilities. Many of these are unique to the Roblox environment, but the thought behind them carries over.
Props & Weapons
A large part of creating such a grand space is filling it with carefully crafted smaller assets and clutter props. A lot of love and care went into the little details of the scene, below is a reel to showcase a few individual assets that represent this.
Gameplay
Alongside crafting this game’s environments, I also wanted to create a gameplay environment reminiscent of the recent Resident Evil remakes. This included engineering a robust animation system, inventory, and much more. These systems were all coded in Roblox’s Lua.