Le Horla

resume

Inspired by Guy de Maupassant’s short story Le Horla, this game is a psychological horror walking simulator created as a team project during the first year of my Master’s degree. The player takes on the role of a man living alone in a messy house filled with unpacked moving boxes. As days go by, strange and supernatural events begin to occur. The player must piece together what is happening and uncover the unsettling truth, all while dealing with the protagonist’s growing memory loss and confusion.

project developed in 2021

For more details


Le Horla is a first-person psychological horror game developed in Unreal Engine 4 as a team project during the first year of our Master’s program at ICAN.
Inspired by the short story Le Horla by Guy de Maupassant, the game places the player in the role of Simon, a man living alone in a messy house filled with unpacked moving boxes.
Suffering from severe memory loss and unable to leave his home, Simon must uncover the reasons behind his condition by interacting with his environment, searching for clues from his past, and packing his belongings for an upcoming move.

As the days go by (a total of five in-game days were planned), paranormal phenomena begin to disturb the protagonist’s routine, raising questions about his sanity and the true nature of his isolation.

My Work

Level Design

  • Designed the full level structure of the house and surrounding exterior.
  • Created the whitebox and final layout of the house interior.
  • Wrote the complete Level Design Document (LDD).
  • Defined the player’s progression loop, pacing, and key interaction areas.
  • Worked on environmental storytelling through object placement and lighting direction.

VFX & Technical Integration

  • Created and implemented VFX for environmental dust, indoor/outdoor fog, and visual ambiance.
  • Integrated all assets into the Unreal Engine project.
  • Helped with setting up interaction logic such as collision systems for placing objects inside boxes.
  • Collaborated on the art direction and participated in writing the Game Design Document.

Lighting & Environment

  • Built the exterior of the house and its surrounding fog-covered area.
  • Designed natural lighting setups (sunlight through windows).
  • Placed and adjusted artificial lighting with lamps to reinforce eerie tones.
  • Balanced visibility and tension to create discomfort without confusion.