Borova: The Forsaken Village is my Final Degree Project, a first-person psychological horror and
mystery game developed using Unreal Engine, which received a final grade of 10/10. The game
focuses on exploration, environmental storytelling, and unraveling a dark narrative within an isolated
and unsettling village. Players navigate the eerie landscapes of Borova, piecing together clues and
facing psychological challenges to uncover the village's hidden secrets and the fate of its forsaken
inhabitants.
As the sole developer of Borova, I was responsible for the complete design and implementation of
the core gameplay mechanics that define the player experience, including:
Player Movement and Interaction: Implementing smooth first-person controls, object
interaction systems, and puzzle mechanics using both C++ for foundational elements and
Blueprints for specific in-world interactions.
Enemy AI Design and Gameplay Behavior: Designing and programming enemy artificial
intelligence capable of detecting, pursuing, and attacking the player, using state-based
behaviors and gameplay-driven decision logic.
Narrative Delivery Systems: Developing systems for delivering the game's narrative
through environmental storytelling, interactable notes and documents, and potential dialogue
sequences. This included managing the flow of information and ensuring it aligns with the
player's progression.
Inventory and Item Management: Creating a functional inventory system that allows
players to collect and utilize key items to solve puzzles and progress through the game.
A key focus was ensuring that the gameplay mechanics seamlessly integrated with the narrative,
enhancing the sense of mystery and psychological tension.
To achieve the desired psychological horror experience, I designed and implemented various
elements, including:
Puzzle Integration: Creating puzzles that are not only challenging but also
thematically relevant to the game's narrative, often requiring players to piece together
information gathered through exploration.
Atmospheric Sound Design Implementation: Working with sound assets and Unreal
Engine's audio system to create a chilling soundscape that enhances tension and unease.
(Note: Sound assets themselves might have been sourced or created by others, but
implementation within the engine was a key contribution).
Visual and Subtle Horror Techniques: Utilizing visual cues, environmental changes,
and subtle effects to create a sense of unease and psychological tension without relying
solely on jump scares.
The focus was on creating a sustained atmosphere of dread and suspense, engaging the player's
mind and making them question the reality of the game world.