Video Game Design · rfalconvargas
Hungry Haus
Hungry Haus is a first-person horror puzzle game made by an 18-person Brown–RISD Game Developers team, on which I was a 2D/3D artist. It is set inside a decaying Victorian mansion, rendered with a bruised cyan-and-blood-red palette and a glitchy CRT title screen. Players move room to room solving pipe-routing and environmental puzzles while the house’s appetite closes in — spanning concept moodboards, hand-drawn level sketches, Blender room modeling, UV mapping, and a full recorded playthrough.
Read the full case study →Discipline
Video Game Design
Year
2025
Medium
Horror puzzle game

Gallery
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Reflection
Reflection
Hungry Haus was where I learned that atmosphere is a system, not a coat of paint. I started from a design-challenge board pinning Victorian interiors against anatomy diagrams, then built every room in Blender, hand-laid the UVs, and pushed the textures until the house felt sick rather than just dark. Designing the pipe puzzles taught me to pace dread — give the player enough control to feel clever, then take the floor out from under them.
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