🧛‍♂️ Inspiration

I wanted to create a world that feels both eerie and immersive—something that taps into the myth of Dracula but gives it a fresh, interactive twist. Gothic castles, cryptic lore, and a touch of suspense inspired us to build a space where players can explore the legend from the inside. The most important part - it is a real life replica of the castle.

🕯️ What It Does

Dracula’s Revenge is a narrative-driven world where players have to escape Dracula while walking around the castle. The more garlic they collect the more they advance.

🛠️ How I Built It

I used Maya for modeling, with Substance Painter for texturing and typescript for scripting. Generative AI helped me with a lot: from scripting to some of the mesh.

🧩 Challenges I Ran Into

Most of the challenges consist in staying within the poly count on ai generated mesh. Certain bugs with the editor were also adding to the stress.

🏆 Accomplishments That I am Proud Of

I am proud to have the castle optimized for Horizon and being part of the game.

📚 What I have Learned

I learned how to build suspense through design, how to optimize complex environments for performance, and how to adapt storytelling tools across platforms.

🦇 What's Next for Dracula's Revenge

I am expanding the world with new chapters, deeper lore, and more interactive elements. Expect new crypts, castle wings, and storylines that dive further into Dracula’s legacy. The night is just beginning.

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