Project Horizon: Research
- Ethen Dent

- Jan 14
- 5 min read
JANUARY

ETHEN DENT
Over the course of approximately 2 years, I have accumulated material from various sources that I intended to go back to if and when I have time to improve certain aspects of my studies.
I have reached some quiet months in my studio timetable and now intend to focus on the material I have accumulated. This document serves as a written progression.
10/01/26
3D MANAGEMENT: MASTER 3D PROJECTS STRUCTURE
Projects with multiple artists and/or larger projects use a more complex file structure.
Individual projects will use similar file structure but on a smaller scope.
File structure is tailored for projects. Tailor it for what you need.
This is intended for Project Horizon and tutorial/upcoming projects...
PROJECT HORIZON'S FILE STRUCTURE
¬ ASSETS
¬ ART
¬ CHARACTER
¬ _CHARACTER_NAME
¬ CONCEPT
¬ _WIP
¬ PUB
¬ LOOKDEV
¬ _WIP
¬ PUB
¬ MODEL
¬ _WIP
¬ PUB
¬ REFERENCE
¬ RIG
¬ _WIP
¬ PUB
¬ TEXTURE
¬ _WIP
¬ PUB
¬ ENVIRONMENT
¬ _ENVIRONMENT_NAME
¬ CONCEPT
¬ _WIP
¬ PUB
¬ LIGHTING
¬ _WIP
¬ PUB
¬ LOOKDEV
¬ _WIP
¬ PUB
¬ MODEL
¬ _WIP
¬ PUB
¬ REFERENCE
¬ RIG
¬ _WIP
¬ PUB
¬ TEXTURE
¬ _WIP
¬ PUB
¬ PROP
¬ _PROP_NAME
¬ CONCEPT
¬ _WIP
¬ PUB
¬ LOOKDEV
¬ _WIP
¬ PUB
¬ MODEL
¬ _WIP
¬ PUB
¬ REFERENCE
¬ RIG
¬ _WIP
¬ PUB
¬ TEXTURE
¬ _WIP
¬ PUB
¬ UI
¬ _UI_NAME
¬ CONCEPT
¬ _WIP
¬ PUB
¬ LOOKDEV
¬ _WIP
¬ PUB
¬ REFERENCE
¬ RENDERS
¬ _WIP
¬ PUB
¬ AUDIO
¬ MUSIC
¬ _SONG_NAME
¬ _WIP
¬ PUB
¬ SFX
¬ _SFX_NAME
¬ _WIP
¬ PUB
¬ FONTS
¬ SHADERS
¬ BUILDS
¬ COMPILED_BUILDS
¬ DEV
¬ RELEASES
¬ TEST
¬ CODE
¬ GAMEPLAY
¬ SOURCE_CODE
¬ MODULES
¬ SCRIPTS
¬ SYSTEMS
¬ UI
¬ UTILITIES
¬ EDIT
¬ ANIMATIC
¬ PRODUCTION
¬ MAKING_OF
¬ PREFABS
¬ BLUEPRINTS
¬ ENTITIES
¬ PREFABS
¬ RENDERS
¬ SQ0010_SH0010
¬ _final
¬ 3DRENDER
¬ ANIMATIC
¬ COMPOSITING
¬ PLAYBLAST
¬ RESEARCH
¬ DOCUMENTS
¬ DESIGN_DOCUMENTS
¬ NOTES
¬ README
¬ RESEARCH
¬ EXPERIMENTS
¬ SCENES
¬ LEVELS
¬ _LEVEL_01_NAME
¬ MAIN_MENU
¬ MAPS
¬ SHOT
¬ SQ0010_SH0010
¬ ANIMATION
¬ COMPOSITING
¬ FX
¬ LAYOUT
¬ LIGHTING
¬ THIRDPARTY
¬ EXTERNAL_LIBRARIES
¬ SDK
¬ TOOLS
¬ CUSTOM_TOOLS
¬ IMPORTED_TOOLS
¬ SCRIPTS
14/01/26
PROJECT HORIZON: GAME DESIGN DOCUMENT
OVERVIEW
I have gone back to one of my older projects and commited to realizing it into the game I've always wanted. This month and parts of last month, I have been hard at work on the game design document which is now a juicy 40 pages long. Now I'm new to this. I'm not exactly sure how much of a design document I am meant to share. Everything is just words on a page at the moment, it isn't much to share anyway and when more exciting, visual things are developed, I can show them then. But what I will share for today, is what Project Horizon is about.
ABOUT PROJECT HORIZON
Project Horizon, temporary name, follows the victims and survivors of the accursed building; Yik Cheong. They have to try and survive the hostile residents and environment that increases in difficulty over time, navigating the building via The Rig, a repurposed industrial elevator that descends from the penthouse, and various shrines. The survivors loop endlessly through the distinct parts of the building but end in the heart of the building to defeat the final boss.
Project Horizon takes influence from titles such as ‘Risk of Rain 2’, ‘Lethal Company’, ‘REPO’ as well as some unlikely influences like ‘Tom Clancy’s Rainbow Six: Vegas 1&2’ and the board game ‘Betrayal at House on the Hill’. It is developed by OddWatch Studios. The game plans to release in August 2030, after early access in March 2029.
PHILOSOPHY
Rainbow Six Vegas 1 & 2 features ‘Terrorist Hunts’. Despite not being a horror game, was widely received as a more intense and fearful experience than horror games that are designed to be that way. The intention of this project is to replicate the feeling of these moments into an extraction-based, rogue-like that incorporates the game-play loop as part of the narrative.
The concept of the game originally started in 2018 with the developers' appeal for Rogue-Likes and Horror games and wanted to combine the two genres. The project never made it past conception stages due to other commitments but is now the focus of the studio since May 2025.
COMMON QUESTIONS
What is the game?
The game will consist of a RPG Rogue-like that emphasises exploration and discovery. Players choose from a roster of characters, each with their own mobility and utility skills, to uncover the secrets of a mysterious building (Yik Cheong) that no-one seems to be leaving. Upon entering the building (for the first time), the ‘time-loop’ has been entered and cannot be left until the building has succumbed. Players must ascend the building and explore the surrounding areas to defeat the trials that are contained within the building and cleanse it of its curse.
The gameplay loop is the emphasis and with each loop, the player learns the mechanics of the game and unlocks additional tools, perks, characters, etc. to succeed against the building’s trials.
Similar to ‘Noita’, the game offers little explanation or direction without the player attempting trial and error. The game should deliver stages similar to ‘Rainbow Six: Terrorist Hunts’ that are connected through an overworld like that of Noita.
Why create this game?
Games that follow similar principles and gameplay loops are starting to come onto the market. Lethal Company has prompted a wave of ‘Extraction-Likes’ for development . When first concepting this game back in 2018, I desired rogue-like elements in a horror game but nothing quite scratched that itch. Lethal Company and Golden Light come close, but it’s not quite there yet and from research, there are games in development that are getting closer. Hence, why development of this project has restarted.
I want to add elements of RoR2 into the game. An experienced player of RoR2 should be able to pick this game up and understand the gameplay loop. Think RoR2 but horror.
Where does the game take place?
Deriving inspiration from the Yik-Cheong building in Hong Kong, the game will take place in an adaptation of the building itself as well as the surrounding area as optional explorable areas. Adaptation is emphasized. The environment is fictitious and takes inspiration from the streets of Hong Kong whenever desired.
What do I control?
Players would control a single character of their choice from a roster that is unlocked at challenge completions. They manage their limited inventory to plan and prepare for scenarios. The games’ host can control modifiers for the world with artifacts they have previously acquired. These take the form of Artifacts (which have risk/reward when used) and Skulls (purely for increased challenge and score).
How many characters do I control?
Players are only responsible for controlling a single character.
What is the main focus?
The main focus of the development is to create a Noita overworld, Vegas hunts and RoR perks/characters.
Create hunts that are like Rainbow Six Terrorist Hunts that are seamlessly connected in an overworld. Incorporate ‘Noita’ and ‘RoR2’ rogue-like elements into a horror game.
What is different?
Horror games that offer some of these elements lack opportunities of character progression/levelling. By completing challenges, additional tools/characters/artifacts add increased playability and increase chances to complete a run.
What I’ve been listening to:



Comments