SOLO · LEVEL DESIGN · LEVEL ART · ENVIRONMENT ART

Horror Cabin

You wake alone in an isolated cabin with no memory of arriving. A journal counts thirty-nine days. A note warns you away from the basement. Something wants you to stay — and something else wants you to leave.

Horror Cabin hero shot

Overview

Horror Cabin is a three-floor psychological horror exploration level built solo in Unreal Engine 5. The player pieces together what happened to the cabin's occupants through environmental clues, lore items, and a locked basement that only opens once they've earned the truth. Every prop in the space — down to the furniture — is modeled by hand to ground the horror in a believable, lived-in home.

ENGINE
Unreal Engine 5
LEVEL TYPE
Exploration / Psychological Horror
SCOPE
Three-Floor Interior
STATUS
In Progress — Playable Build
TIMELINE
Full polish — late July 2026
ROLE
Level Designer, Level Artist & Environment Artist

My Role

Level Map

The original paper map I sketched out for the cabin's three floors — room sequencing, interactable placement, and the locked basement gate that pays off the full exploration loop.

Hand-drawn paper map of the Horror Cabin's three floors

Design Challenges

🕯️ Pacing Tension Without Combat

With no enemies or combat systems, tension has to come entirely from pacing, space, and light. I sequenced the three floors so each one raises the stakes — a lived-in ground floor, a more disturbed second floor, and a basement that's deliberately withheld until the player has earned the key. The locked door itself became a pacing tool, not just an obstacle: its placement on the level map (above) is the hinge the whole loop pays off on.

🖼️ Environmental Storytelling Without Dialogue

Every piece of backstory had to live in an object. A family portrait with the faces scratched out. A journal counting days in captivity. A note warning the player away from the one room they'll eventually have to enter. I designed each interactable to raise a question the next room would partially answer, so exploration itself became the narrative delivery system.

🪑 Building a Believable, Livable Space

Horror lands harder in a space that feels real first. Rather than relying on asset packs, I'm modeling the cabin's furniture myself in Blender — a dimensions-first workflow with strict scale and export discipline — so every couch, table, and cabinet reads as an object that belongs in this specific home, not a generic prop dropped into a level. Full set shown in the Props gallery.

Playthrough Video

CURRENTLY BUILDING

Where the project stands right now

The full gameplay loop is playable today: the key-find, lore-item, and locked-basement sequence all function end to end, and I've captured a complete playthrough. I'm currently in Blender modeling the remaining custom furniture — couch, dining set, coffee table, kitchen cabinetry, mini fridge, and a handful of smaller pieces — before bringing everything into UE5 for final dressing.

Goal: a fully dressed, lit, and polished three-floor level by the end of July 2026 — the flagship piece proving Level Design, Level Art, and Environment Art in one build.

Hand-Built Props — Preview

A sample of the furniture modeled from scratch in Blender for this level. Full set with individual photos in the Props gallery →

Couch, isolated render

Couch

Living Room
Dining table and chairs in kitchen

Dining Table & Chairs

Kitchen
Coffee table and couch in living room

Coffee Table

Living Room
Kitchen cabinets close-up

Kitchen Cabinets

Kitchen
Mini fridge, isolated render

Mini Fridge

Kitchen