The Making of Unreal PT

Before I begin, I want to say that I am a student in my second year of college, and this whole project is meant to act as a portfolio piece of sorts.

Why PT?

When I started project in April 2018, I figured PT would provide the best learning experience for me, small enough of a game to be doable by a single person, but large enough to also provide a challenge. In addition to this, I was in love with the original (and still am) for being so different from other horror games, and I knew others had the same feelings about it, so I figured this was a small project I could work on that would keep my interest throughout development enough to finish it.

How it All Started

When I initially started this project, my main intent was just to see how much of the hallway I could recreate from scratch (modeling and texturing-wise) and use that to hone my skills, and eventually use it as a portfolio piece of sorts. About two or three weeks into development; however, I realized "Hey I'm using a game engine, this is shaping up to look pretty nice, I might as well plop in a player and give him something to do", so I added in the default first person character with a basic flashlight and left it at that. That is until I decided to try and recreate the camera movement system as well because I thought it added a nice touch and brought the game to life a little more. A short while after, when I had the base of the hallway all laid out and a few models here and there, I started adding in a few models from the original game as placeholders, as well as sounds and the basic looping mechanic because "There's a player that can walk around with a flashlight, I'd better give them something to do." I kept spiraling in this sort of "I have this created, so I might as well add this other loosely related thing," until I decided to fully make the entire game sometime early in the summer.

General Development Overview

Overall, development has been a blast! I faced a lot of problems, was able to find  solutions to most of them, and learned a lot about most of the aspects of indie development in the process, from graphics and lighting, to broader gameplay and story design concepts, why some stuff works and why some stuff doesn't. If you want to get a more in-depth look at some of the technical aspects of development, I've written a separate devlog talking about that stuff, as well as some cut content and a small easter egg that didn't technically make it into the final game.

Ultimately, I have loved every moment of working on this project, though I have quite literally been killing myself these last couple of weeks working nonstop trying to finish it all up, while also balancing school on top of that and having to study for several finals. I honestly can't say I've hated any part of development, even this final "marketing" type step as I'm setting up the itchio page right now, preparing screenshots and editing the release teaser trailer.


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DAMN!!, I have to wait to play your Videogame. Congrats for your Success, I wonder for what will come next.


THANK YOU!!!! This was posted to, where I found it (poster credits you) and Im SO HAPPY! This is flawless! Me and my friends have tried several PT recovery methods, but we all deleted the game from our library so none of them worked, ive tried remakes but none were right, but THIS IS FLAWLESS. You have created a ton of joy for me and my friends!! Please drop a donate button somewhere, its feels wrong for me to enjoy this so much for free, i want to donate to you for this, I dont even care if its somehow a data rip and you didnt even do any work (unlikely!) THANK YOU!!!