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Executive Summary
The 5th Horseman is a 1st-person puzzle game with horror elements that was built using
the Unreal Engine & C++ scripting. Our development team made a quirky game that puts classic
puzzles into a fun new setting. It was designed as both an exercise in learning the ins and outs of
the game called for a varied set of techniques to develop each individual level. The pestilence
maze called for a constant damaging effect & a running elevator which meant bound trigger
boxes & objects that would transform on certain events. The war puzzle called for compound
logic implemented amongst 25 separate platforms. The famine puzzle, which was a simplified
implementation of The Towers of Hanoi. These all required very different approaches to level
design and development. This variety meant that we were able to experience a lot of what a game
engine can offer within the structure of the capstone course. That is not to say that things went
smoothly. The game underwent several reductions in scope as the project took shape over the
The independent gaming market is only growing & part of what makes the culture so
vibrant and vivid is that developers are constantly putting out strange and unique games. These
games dont have the polish or budget of a AAA studio; but they also go to a place of artistic
integrity & questionable profitability that major developers wouldnt dare explore. It is vital that
developers continue to make these sorts of quirky games to retain that cherished and fun
character that the industry has made for itself. This game is our humble way of joining the fray
Table of Contents
Introduction / Discussion 4
Project Name and Description 4
Problem/Issue in Technology 4
Solution to the Problem/Issue in Technology 5
Project Goals and Objectives 6
Community and Stakeholders 8
Need for Project 9
Feasibility of Project 9
Design Requirements 12
Functional Decomposition of the Project 12
Selection of Design Criterion 12
Final Deliverables 13
Approach and Methodology 13
Legal Considerations 14
Ethical Considerations 15
Timeline and Budget 16
Usability Testing and Evaluation 17
Final Implementations 19
Conclusions 22
References 24
Appendix 26
Appendix A 26
Appendix B 27
The 5th Horseman: Final Report 4
Introduction / Discussion
Games have come a long way from Pong. What started out as small gadgets and
diversions have evolved into complex entities that push the limits of computer hardware and tell
compelling stories. For our capstone project, we have decided to tell such a story. The 5th
Horseman is a 1st person, three-dimensional puzzle game with a horror theme. There will be
little to no combat in the game as the player is meant to feel helpless against the powerful forces
around them. Only their wits will get them out alive and sane. The story draws much
thematically from the New Testament book of revelations. The player is charged with waking the
four horsemen of the apocalypse in order to gain the freedom to escape a dungeon they find
themselves in.
The project we are completing does not have a specific client. The client in the game
industry is the consumer that ends up buying the game. This makes the client aspect interesting
because we do not build it around the client at first. Once we have a beta, we would release the
game and based on the feedback manipulate the game to be better. This process will be used in
week 7 of the class, when we will release a playable game with basic functions and logic for
Problem/Issue in Technology
The project that is being developed is not something that directly targets a single issue or
The game industry is creating more intriguing ideas every year. Technology is getting more
advanced and the games that are being created are more complex than ever. Paradoxically, while
The 5th Horseman: Final Report 5
games are growing more complicated and more expensive every year, the availability of
middleware and tools has led to an explosion of low-budget, independent developers. The 5th
Horseman fits into this niche of independent games that pursue non-traditional gameplay and
unique experiences. The largest known survival horror game is the Resident Evil series. Our
game is targeted at the same genre with a bit of puzzle in it as well. The idea is to create a game
that has a unique feel to it. This is accomplished by making a good storyline mixed with intuitive
gameplay and satisfying challenges that rely more on understanding the rules of a puzzle than on
reflexes and split-second timing. The incredible refinement and proliferation of game engines
and other critical development middleware mean that the bar to entry for game development is
tumbling down year over year. This, along with the desire to have creative control, is leading to a
rise in independent game firms creating leading edge video games (Parker, 2011). Our game is
our humble attempt to add to this culture and promote a larger pool of independent developers.
Since this is not a direct issue the solution is more geared towards adding to the
ecosystem of independent game development and how the game is in a specific niche. The niche
that we are going for is the first person puzzle game with a horror ambiance. When it comes to
games, standing out is very important if you want to make an impact on the community. What
sets our game apart from others is the eschatology that few games incorporate. Of these few
games, no game plays with the symbols of the Christian Revelation in the context of a puzzle
game. We also dont focus on one type of puzzle like most games do. Several released games
have overarching puzzles that get slightly more complex as the game proceeds. The 5th
Horseman has four unique puzzles each attune to the type of horse it is representing and makes
the player think more about what they must do to continue on.
The 5th Horseman: Final Report 6
For a further explanation and better understanding of the concept; the game is a series of
five rooms arranged in a pentagon around a central room, which wont be in the beta version.
The game begins in a vault like stone room that will give you some lore. The first room is the
Horseman of Pestilences domain. The puzzle in this area is a maze where you must avoid a
pursuer; in the beta version this has been supplanted by a fog that deals damage constantly due to
time constraints. The second room is the Horseman of Wars Domain. The puzzle here is a five
by five platform system made with two simple rules: the first time you step on a panel the light
will go out, the second time you step on it you will fall through and all panels must be dark for
the way out to open up. The third domain is ruled by the Famine Horseman. This puzzle is a
streamlined version of the towers of Hanoi. Essentially, a player must use the controls to move 3
boxes from one side of a room to the other without breaking the boxes and while only carrying
one box at a time. The last room is Deaths domain, where you must learn how to keep a sheep
alive while crossing a river. Once all four rooms are completed you find yourself back in the
starting room and you can walk through to end the game. The concepts keep close correlation to
the story of the 5th Horsemen and each Horseman will be personified in the room. It should be
noted that due to time constraints, Death has been replaced with a choice: ascend a lit staircase
and awaken as if none of this ever happened, or sacrifice your mortal life to awaken Death and
For the 5th Horseman project we interpret goals as a set of achievable targets we as
developers hope to learn or gain from the capstone project. The objectives are interpreted as
achievable targets that the game itself will have to meet. For our goals, we are using Unreal
Engine 4 to create the playable game. Unreal Engine 4 has plenty of self-containing features but
The 5th Horseman: Final Report 7
to really expand on our abilities, our team will work with C++ to add advanced functionality and
logic. Examples of this advanced logic are AI characters that will pursue the user, making object
manipulated by the user and making items breakable. The goals of the team are as follows:
Develop a game that uses the horror game genre and the puzzle gameplay style to deliver
As developers, the project contributors hope to gain experience with Unreal Engine,
Blender, Agile Development methodology, and using tools like Git for source
management.
Learn how to integrate the software we create with hardware so that it runs efficiently
Learn how to integrate multiple applications and deal with errors that occur from code
The goals are focused on learning with large scale projects in mind. The 5th Horseman is a
project that is massive and for the scale of the timeframe it has been heavily reduced to meet the
requirements. Even with a reduced project, it has a lot of work that will have to be put into it.
This project will be a huge learning curve in large project development and time management. I
think the development team will learn a lot about integrating many systems and it will be a
To quantify the game into a set of objectives requires looking at the entirety of the game
and developing specific ends that we want to make sure we achieve. This does not include small
objectives like creating a wall, but rather larger objectives that cover the overall project. These
objectives will be looked at in the end of the project by both the developers and the consumers.
Each will give a unique perspective on the project and will best judge if our team developed a
The 5th Horseman: Final Report 8
Player can interact with objects; either manipulating in place or storing in inventory for
later.
Player can manipulate the environment in meaningful ways to approach the end goals.
Consumer understands the theme and is challenged but is able to complete the game.
The game will be evaluated by both the developers and with the consumer. The end game
will be given to the consumer with a survey that they will complete in the allotted time period
which will be gathered for metrics. The team will analyze their own work and the surveys
As mentioned before, the community we wish to reach is the gaming community. The
gaming community used to be a small section of the population, but with the growth of
platforms, especially the mobile platform, our project seeks to reach to everyone (Brightman,
2017). To the non-gamers this could be the game that gets them into gaming. To the young
developers, this project could lead them into a successful career choice and guide their future.
And lastly we want to connect to current gamers by having them connect to our game and
remind them why they play games and contribute to their gaming lifestyle.
The stakeholders in the video game are often the developers and the publishers. The
recent technology has made this line blur quite a bit (Stakeholders, 2016). For our project, we
are the only stakeholder because we are creating, producing and marketing the game. Each of us
The 5th Horseman: Final Report 9
has a significant role in developing the game to its full potential. For the scope of this project we
will also be going to be producing the game and make it available on a windows platform. Future
The 5th Horseman is a project that we hope will bring a new idea to a large community.
Considering the gaming community is so large, it is hard to create a game that is noticed and
hyped for release, unless done with a large company (Reichert, 2012). For the scope of this
project we hope to add to the community by creating a game that is a new idea. No many horror
games have such a large puzzle aspect. We hope that this new type of game idea creates an
inspiration in others. The development process will take several aspects from survival games and
combine them in a new and interesting way. I think the need for this project is always there. New
games that bring a fresh light are highly sought after and The 5th Horseman will definitely do that
Feasibility of Project
Within the gaming community it is common to see people compare games to others
because people always think people will rip off well performing games to get their own money.
This has led to a lot of games where they have the same concept as a popular game while
changing some aspects to make it unique. One example of this would be the prevalence of
Flappy Bird rip-offs (Killham, 2014). Our game, The 5th Horseman, has a lot of aspects from
other games but these are merely inspirations. For this section, each inspiration will be address
and we will show how they inspired our game but at the same time how our game is significantly
The first and largest inspiration is Amnesia: The Dark Descent. This horror game was
developed in 2010 and is a huge inspiration for the feel that we are trying to accomplish.
Amnesia was well known for the helpless feeling it gave you because it had no fighting
mechanics (Lane, 2015). Some aspects that are similar in our game are the sense of hero loss of
empowerment, running from enemies and a general sense of helplessness. The 5th Horseman is
very similar to these characteristics. We want to make sure we have the hero feel hopeless and
running through the maze being chased is a prime example. As you can clearly see the
similarities, we are very much different. Amnesia focuses on the character for story line and
sanity. We focus on the story line as a personification of an actual legend and the player. Our
game will give the sense of helplessness by having you figuring out why you are doing these
puzzles and feeling like you have a little chance to get free. Another attribute that sets us apart is
the puzzle aspect. The puzzles will add to the user feeling helpless and makes us more of a
Another large inspiration was Five Nights at Freddys, which was a horror game where
you had to survive to the end of your shift. This is an inspiration because of the sense of
helplessness that Five Nights gives because you cant move and have minimal controls (Monroe,
2015). This is a very minimalistic approach. Again, the similarities here are the feel of
helplessness we want to capture. The 5th Horseman will not be as minimalistic in its approach but
we have taken inspiration from the feeling that the game gives. Our game greatly differs in the
mechanics because we rely on environment interaction to solve the puzzles laid out.
The last horror game that influenced us was Silent Hill PT. The iconic series had no
inventory (or very limited) and unusual in-game traps (Houghton, 2016). The similarities in our
game are mainly the no inventory system as well as the pure sensory experience. The 5th
The 5th Horseman: Final Report 11
Horseman has no inventory system because all the puzzles will just deal with manipulating the
environment. We want the user to feel the environment they are in and solve the puzzle with an
immediate satisfaction when you accomplish something. The 5th Horseman is radically different
from the Silent Hill series because we have more of a puzzle based game but the sensory aspect
When it comes to our puzzle aspect of our game, we have had a few games that have
inspired us in how we implanted our ideas. One of the first puzzle games that influenced our spin
on horror games is Professor Layton Series. This game does a good job of creating puzzles in a
linear fashion that when you play gives you a sense of completeness while solving puzzles. Our
game aims to do this as well. We want to make sure we create our puzzles in a linear like quest
line. That way the player gets a good sense of the story line. Our game differs a lot because a
majority of what we took is the puzzle like system but our game has many more elements
The last inspiration was The Legend of Zelda series. The gameplay in this one is
usually very relaxed. What we liked in this series is how they made the difficulty of the game by
having the player learn the rules of the environment. We want The 5th Horseman to have the
same feel and have the player learn the tricks of each area. The personification of each horse in
each room allows the rules to change in each level. This will give the player a sense of challenge
from the levels they face and not from the enemies or from other aspects. We are very different
in the Zelda series because of our genre and overall game play.
The feasibility of this project, overall, is very attainable. We have several inspirations that
lead to our creation of The 5th Horseman. As similar as each of these are, the game developed
The 5th Horseman: Final Report 12
will be very different from each of these other well-known games. The difference in our project
has allowed us to create a unique gameplay. The 5th Horseman has a unique niche that we hope
to fill. The design of our project has elements seen all over the gaming community but I believe
that our game will add to the community in a new way. The horror puzzle combination is not one
often seen and will achieve its goal in adding to the gamers experiences.
Design Requirements
The 5th Horseman has one major function that it must achieve. The game must be
designed to be completely playable and give the user a sense of horror and have a good aspect
that the game is a success. The first two functions are quantitative goals that can have a definitive
answer to. The last two functions are qualitative functions that will be evaluated by the testers
survey at the end. These functions are set to make sure that the game runs as effectively as
possible.
Due to the scope of the project, there will not be a lengthy process to see minimum
requirements on the computers for the software to run. This means the project is being developed
without limitations, it is also being developed to run efficient on the machine that it was built on.
The 5th Horseman: Final Report 13
This may create issues later when we have people test and they are unable to get the game
running because the system is not up to par with what we need. The other concern is the
possibilities other type of systems to test the game such as a Mac operating system. With this
considered we want to make sure we have the game run as smooth as possible. This would be
something that will be added in the future and based off the survey the testers give us. We hope
that the game will run smooth. The cost of the game has a budget of $50 but this is emergency
funds. The game should be able to be created 100% free but if we need to speed some things up,
we will add some additional items. The size of the code is very expansive but only half of it will
be hard coded. The interface of Unreal Engine 4 has most of the code already manipulated by the
interface but we will still change some of the C++ code to make the game even more desirable.
Final Deliverables
The main deliverable our team is creating is a complete game from unreal engine. There
is a second optional deliverable that may or may not make it to the final deliverable stage but is
wanted. The game will be developed into an executable that will be given to the testers. If the
time allows, the game will be put onto a webpage that testers will go to. This will allow for the
game to be displayed a part of a package that we could give out to our job applications. The
game will run and have a beginning and an end. The game will display when the player has
The project is to be developed into two phases. The first phase is creating a game into an
alpha stage that runs at about 30 minutes. The second stage is a testing phase that others get to
Without a combat system this will rely on evading and finding how to accomplish the
goals by manipulating the environment. The game itself will focus heavily on the development
of the lore and the storyline. In terms of design, our emphasis will be on showing rather than
telling, with the environment demonstrating various aspects of the world. From a more
mechanical perspective; this project will use several middleware systems and tools to help speed
the development process. First; the project will be developed in the Unreal Game Engine (1.15.1)
with C++ used as a scripting language for the various features of the game. Secondly, we will be
using Blender and Photoshop to make 3d assets and textures for our models. Thirdly, we will be
using Github as version control software for our assets and codebase. Lastly, we will be using
PivotalTracker to coordinate our efforts in order to work as quickly and efficiently as possible.
This project will be evaluated by the test group. We dont necessarily have a client or a
group that we are creating the game for; so, this test group will be critical in evaluating the
success or failure of the project. The goal in the end is to create a game that has at least a 70%
approval rating as measured by a rubric administered to all our test group. The second evaluation
will be with the developer dairy and will be where we can rate our success on learning and
teamwork. This will be very helpful as it will document how the project evolved or changed over
time.
Legal Considerations
The main legal considerations here are the copyright infringements that we wish to avoid.
Unreal Engine has a copyright on the game that has certain rules. The engine only gains money
from us if we monetize our game and we make above a certain amount. Another legal concern is
the audio. The team also must make sure the audio is royalty free. This means all audio used and
all music used must not have any money that is paid to anyone. The last legal concern is to make
The 5th Horseman: Final Report 15
sure the game name and the game story line is not too like others like it. These legal
considerations will be heavily looked at in many different manners. Each will be looked up to
make sure that they not infringe on any existing copyright. Preliminary search has yielded
Ethical Considerations
Video games can be an ethical minefield. Much of the ethical conundrum in gaming
comes from its tendency to focus on aggression and violence. Additionally, there are worries that
games are nothing more than infantile empowerment fantasies brought to life with the power of
computers.
Games are nearing a critical stage in their cultural development into a respectable artistic
medium. As we had mentioned in our introduction; games like That Dragon, Cancer and The
Witness are pushing the bounds of what we think games ought to be. Games are now being
released that challenge the assumption that games are purely for enjoyment. Games are helping
people cope with depression, work through the damage of post-traumatic stress disorder, and
pushing players to grow as people. However, this evolution is not a conscious and concerted
Instead it is a bottom up movement. Developers everywhere are taking up the ethical duty
to push the limits of their craft and build something that the world needs but is only just starting
to ask for. In our project, we are acting as game developers. This means that we need to take our
responsibility to our players and our respect for their maturity seriously. We cannot deliver a
cheap experience based around gore and jump scares. If we hope to be a part of the wonderful
world of game development, we need to push ourselves to provide a more emotional and artistic
In addition, we will be dealing with religious themes. The lore of our game is steeped in
Christian eschatology and plays with powerful symbols of the Christian faith. We need to treat
them with the respect that they deserve as a poorly executed rendition of religious symbols can
More to this project; we must be careful to pick a diverse test audience to get a true
representation of the wider gaming community. Our friends are (generally) like us: young urban
geeks and gamers. We need to consciously fight against the urge to make our audience an echo
chamber of our own tastes and feelings. We can combat this by actively building a test group of
Lastly, people will be testing our game because they know us and this can lead to skewed
reviews. This can make it difficult to get truly honest feedback. As such, we will need to
anonymize feedback so that players feel able to speak their minds and give honest criticism of
our work.
The 5th Horseman project was divided up into four separate phases. Phase one is one
week where we finalized the game development plan to work toward the same goal and have an
end goal. The second phase would take about two weeks. During this time, we worked on the
level design, with a focus on making sure each level was designed well. Minor texturing was
added into this part. The third phase was texturing the levels as well as implementing the game
logic. The game has four levels each with some logic to its mini-game. The last stage was
finishing minor touches and sending it out to the testers to get a valuable feedback on it. This
phase design was simple and easy to work with. The last item out team discussed was budget.
This project was designed to 100% free. Unreal Engine has a massive library of open source
The 5th Horseman: Final Report 17
resources. We set aside a small stipend of $50 in case we needed to buy an asset pack. Though
that money will be a last resort and only to help us move the project along faster.
The 5th Horseman was an interesting project that had no client. The client was the
consumer when the game is set to be released. Nowadays, games are released to a very small
group for alpha testing, then to a larger group for closed or open beta testing. The beta testing is
usually right before or a few weeks before the actual release of the game. Then the game is
released. For the purposes of our game, we consider this somewhat of an alpha test. There are a
lot of things we think that need updated and worked on but at the same time there is a lot of good
things that we want input on. Our test plan has two forms one for the developers and one
We have four different forms that were filled out. There was the usability, functional,
developers, and client survey. The first form was the usability form. This form was a simple
form that let us know that the game that we developed. The game had to be made so that there
were minimal bugs. This meant that the player could go through the game and not experience
any issues. The usability means that the interface was intuitive, the buttons to play the game
made sense and that you didnt have any questions. In our usability survey, we found that the
game was very intuitive but at the same time we did not have the key bindings imbedded in the
game. It would have been smart to have a key that you could press to see what the controls
where.
The second survey must deal with the function of the game. This survey focus on the
function of the game and making sure the bugs encountered was limited. This included asking
The 5th Horseman: Final Report 18
questions that dealt with the game breaking, the game being unable to run and any other issues.
Now when we opened the testing we did want open communication so that those who
participated would have immediate access to our help if needed. This didnt seem to be needed
and the bugs were very limited. One thing we are grateful for using Unreal Engine for is the
amazing lack of bugs that got developed because of the editors debugging system.
The developers survey is a series of question we wanted to ask ourselves to make sure
we meet the goals that we set in the beginning of the project. Earlier we outlined many various
aspects that we want to learn from the project. This included making sure we learned C++, along
with other things. This survey was filled out by the team to give us a collective view. We all had
separate roles that led us to have a slightly unique experience. The overall goal is to learn in the
The last survey we developed was a survey for the clients. This survey was given to
each of the alpha testers so they could tell us on their experience. This had to do more with
personal questions. The questions centered on the gameplay, the story, how the player felt and
how the player enjoyed the game itself. The purpose of this was to give us reliable feedback on
the game and to justify that the end goal was being met. We wanted to create game that made the
player felt immersed in. Though our graphics may not be the best, it still did its job.
Each of these surveys are optimized to give us an actual judgment on the progress of our
work. We spent 7 long weeks developing a game that we want to make an impact on the gaming
community. To do this we had to think outside of the box and it took us a lot of hours and some
hard thinking to get it done. The surveys do a respectable job at re-affirming that we did a good
job.
The 5th Horseman: Final Report 19
Final Implementations
The game can be split into four distinct areas. It is a linear path from one area to the next
and completing one area is the prerequisite to unlocking the next. The portals between areas are
presented to the player as flickering sparks that they must move into to progress.
The first area of the game includes a maze. It isnt timed, but as the user runs through the
area to find the exit, their health bar drains consistently. The logic was implemented with
Unreals blueprint system. First, we set a spawn point and a condition for player death. We had
the health drain as a result of the players collision with the terrain in the maze.
Upon completion of the maze, the player can move forward to the next area.
The second area includes a destructive puzzle where the player must step on each tile
once to turn out the lights that emanate from each one. If they step on a tile twice, however, they
plummet to their death. Upon successfully stepping on each tile once without overlapping, they
The 5th Horseman: Final Report 20
We were able to implement this by creating reference to each tile on the ground and
generating an overlap state when the player touches the tiles. Once all of the tiles have had
their lights stomped out, the clear wall that separates the player from moving into the next area
disappears.
The third area features the Tower of Hanoi puzzle. The goal is to move all of the
platforms from the left-most ring to the right-most ring. The conditions of the puzzle dictate that
the player cannot stack a bigger platform on top of a smaller one, and the player cannot move
more than one platform at a time. Our puzzle presents the player with three platforms and forces
the player to solve it in the most efficient way possible in seven moves.
We struggled a little bit while trying to implement the logic behind the puzzle initially.
From a pure coding standpoint, we could easily make the puzzle with each platform being an
The 5th Horseman: Final Report 21
object that had a specific internal value. The biggest platform would have the largest value for
weight. We would then have coded in logic to allow the player to stack each item in an array,
keeping legal moves limited to having the first items in the array be the objects with greater
weight. While we could write out the pseudocode easily, it was a different story when it came to
implementing it in Unreal.
After a few rounds of research, we went with using Blueprints system for enumeration.
We had the program evaluate each step, which were all possible legal states that the player
would be in at any given step of the puzzle. Depending on the current step they are on and which
platform they select to move, the player would either be able to continue solving the puzzle or
The last area and final puzzle of the game presents the player with a choice. They can
either sacrifice themselves or they can walk away from their nightmarish setting. This area that
represents the horseman of death is a branching path that leads to two different endings that the
We packaged the game into an .exe file that runs on 32-bit windows systems. At the end
of the game, the program automatically closes out after the presentation of the users ending.
We had originally designed the game to be a bit bigger, tougher, and with more
background lore to the story. Due to the time limitations and our process that ultimately led to us
learning as we progressed, we had to scale back a lot. For example, for our fourth area, we were
going to have a puzzle where the player has to ferry sheep across a river. On one side of the
river, there were several sheep and a wolf. The user would have access to a boat. The puzzles
limitations included not being able to leave the wolf alone with a lone sheep at any given point
on either side of the river. They would also only be able to ferry two creatures at a time on their
boat. As we ran short on time, we realized that implementing this puzzle would not only take a
fair amount of research on Unreals built-in functions and systems, but also an even larger
Conclusions
The project of The 5th Horseman was aimed at helping the gaming community and
adding a game to community that would make an impact. We as a team created a game that
merged the horror and puzzle games to give a new sense to the gaming environment. We took
the biblical tale of The 5th Horseman to tell a story and make the player have a sense of ironic
heroism. As a team, we learned how to use multiple softwares to create a large-scale project.
We also learned how to model in blender and how to code in C++ especially in the Unreal
Engine setting. The end goal was to create a type of game that the player felt was unique and
The game is developed into four different rooms and four different puzzles. The puzzles
are a maze with poison, a tile challenge to turn off each tile, a simple Hanoi tower design and the
last room being a simple choice to join the horseman or escape. The rooms personify each of the
Horses and tell the tale of the horseman by the type of puzzle and by how each room is
completed. The goal was to tell the biblical story in a new and transformative way that you
almost didnt realize the origin of the story. We had to be concern of any epileptic moments that
may occur and that all the assets and music where royalty free. The ethics of the game are just
making sure it doesnt raise concerns like violence and makes the game add to the player's life by
The game was developed over four phases, each of them slowly developing a part of the
game and the last phase for testing. Each of the testers got surveys to fill out and the developers
filled out our own survey to make sure we met our own initial goal of the project. We used
Unreal Engine 4 to code and develop the game. We spent about half the time coding and another
half of the time developing the game with the game engine.
In the end, we successfully created a game that met the requirements and as developers
we grew as a team. We learned so much and created a horror puzzle game that really defines us
as a team. The result was a good product that had a good outlook at the alpha group. In the future
References
Brightman, J. (2017, April 20). Mobile games booming as global games market hits $108.9B in
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The 5th Horseman: Final Report 26
Appendix
Appendix A
Appendix B
The work was split up to maximize the output. We split the work so that we would get the most