1833
A downloadable game
INFO: When building the project, I found a corrupt asset pack, which we ended up removing, so all trees and some shrubbery were removed
This project was developed over the course of two months as part of a final school project, built in Unreal Engine by a team of four. 1833 is a third-person, supernatural western shooter-adventure set in a cursed frontier town haunted by restless spirits and buried sins. Players fight through handcrafted encounters against undead residents, ruthless outlaws, and other twisted remnants of the Old West while uncovering the truth behind the entity that doomed the land. Blending intense gunplay with atmospheric exploration and narrative-driven quests, 1833 delivers a haunting, cinematic experience steeped in western grit and supernatural mystery. I was responsible for all aspects of the player, including skeletal rigging, animation integration, and combat scripting. As well as the interactable system and inventory. I also helped design and implement several of the game’s core encounters, working closely with our level designer to balance gameplay pacing and narrative flow. Other members of the team handled areas including environment art, narrative scripting, AI, Playable Quests, UI/Menus, and technical optimization.
This was a large-scale collaboration that demanded constant communication, version control, and flexible problem-solving. We used Diversion for source control, Trello for task tracking, and Microsoft Teams for coordination throughout development. The project served as a crash course in working under production pipelines, merging assets between team members, and keeping a cohesive artistic and gameplay vision across multiple disciplines.
While the final build had its fair share of bugs and unfinished features (as most student projects do), we were proud to have a fully playable and visually compelling prototype that captured the eerie tone and atmosphere we aimed for.
Disclaimer: Most of the assets used were from free Unreal Marketplace packs or open-source resources. All implementation, scripting, and level design were original and created by the team during the two-month development window.
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