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Design & Interactive · Collaborative game development

Hungry Haus

Trailer, condensed from a full playthrough. The complete playthrough is linked below.

Hungry Haus is a first-person horror puzzle game. You play an exorcist hired to clean a decaying house with a dark past, solving puzzles room by room while the house closes in.

It was made by an 18-person student team at Brown–RISD Game Developers. I was one of the credited 2D/3D artists: I built environments and props in Blender, brought art into the Godot engine, and ran playtests.

Role
2D/3D artist (credited)
Team
Brown–RISD Game Developers, 18 credited members; produced by Henry Earnest and Macey Horton
Dates
February–May 2025
Engine
Godot 4.4
Status
Published and playable on itch.io

What I contributed

I modeled and textured key environments and retro-horror hero props, assembled the concept board used to set the visual tone, integrated art in Godot 4.4 and organized assets for the team, worked on visual cues that guide players through rooms and puzzles, and ran playtests that identified more than 30 issues.

Inside the house

In-game captures from the full playthrough, recorded in Godot with the game’s pixel and CRT filter on.

In-game view down a wallpapered hallway into a dining room with a hanging lamp, chairs, and a checkered floor
Hallway into the dining room.
In-game view of a tiled basement corridor lined with pipes
The pipe corridor.
In-game view of a doorway framed by patterned wallpaper, with a chandelier overhead
Upstairs hallway and chandelier.
In-game view of a dim bathroom with a tiled floor
The bathroom.
In-game view of a striped-wallpaper hallway with a highlighted interactive object
A highlighted interactive object in the hallway.
In-game view of the bedroom with framed pictures and the bed in the foreground
The bedroom.
In-game close view of an ornate chandelier against a dark ceiling
Chandelier, seen from below.

Puzzles

Pipe-routing puzzle with pixelated pipes in a brass-framed grid and a countdown timer
Pipe-routing puzzle.
Refrigerator puzzle screen with food items on illustrated shelves
Refrigerator puzzle.
Blood-spattered combination lock puzzle with four number dials
Combination lock.

Key decisions

  1. Decision 1

    Agree on the look before modeling

    Before building rooms, I put together a concept board pairing Victorian interiors with sketches of the kitchen’s “haunted” version — a grocery list that turns into a list of organs, a fridge that fills with them. Having one reference kept artists working on different rooms aiming at the same house.

    Concept board: photos of Victorian bedrooms and parlors, sketches of normal and haunted refrigerators and grocery lists, and a dim bedroom concept painting
    Concept board used to set the visual tone: interior references, team sketches, and a lighting study.
  2. Decision 2

    Texture for unease, not just darkness

    A dark room hides a model; it doesn’t make it frightening. I pushed the textures toward worn, stained, and cracked surfaces until the house felt sick rather than just dark.

    Blender screenshots: kitchen counters with a cracked concrete texture and its node setup, a bedroom set, a stained texture map, and the UV layout of a bed frame
    Texturing and UV work in Blender: a cracked-concrete counter material, its node setup, and the bed frame’s UV layout.

Props I modeled

Fireplace prop: a pencil concept sketch with notes about a clock or portrait above the mantel, beside the untextured Blender model
Fireplace: concept sketch (left) to Blender model (right).
Blender scene of a bedroom set: carved bed, chandelier, armchairs, wardrobe, dressing table, and wooden floor
The bedroom set assembled in Blender before export to Godot.
Untextured Blender model of an eight-arm chandelier
Chandelier.
Blender wireframe model of an octagonal carved side table
Octagonal side table.
Blender model of a dressing table with mirror, drawers, and stool
Dressing table and stool.

Results

  • Hungry Haus shipped as a playable first-person horror puzzle game on the team’s itch.io page.
  • My environment and prop models went into the Godot build of the house.
  • Playtests I ran surfaced more than 30 issues, which the team resolved.
Hungry Haus full playthrough title card
The finished game, from the full playthrough.

Credits

Producers
Henry Earnest (also programmer), Macey Horton
Programmers
Max Guo, Josh Ehrlich (also 3D artist), Bokai Bi
2D/3D artists
Raúl Falcón, Andrea Kim, Taira Schurman
3D artists
Ian Haut, Sara Atefi
2D artists
Rokia Whitehouse, Johnathan Han, Irene Park, Cindy Peng, Cathy Rong, Rachael Tuan, Chase Wu, Rachel Chen
Music
Brown–RISD Game Developers

Credits as listed on the Brown–RISD Game Developers itch.io page.