Simulation

True Horror First Person View

Explore True Horror First Person View, a full-body horror template with Lyra-based locomotion, VHS camera effects, spline-driven AI, and Poolroom maps.

True Horror First Person ViewSimulation

Resource overview

Building a grounded first-person perspective for horror titles often requires balancing tactile player movement with claustrophobic, diegetic camera presentation. True Horror First Person View addresses this specific mechanical baseline, originating around Backroom-style exploration while scaling directly into standard atmospheric horror settings.

Rather than relying on basic floating arms or ungrounded character controllers, the setup is anchored by a complete physical presence and a specialized camera pipeline that replicates found-footage artifacts, diegetic HUD elements, and environmental dread without carrying over unwanted shooter logic.

Lyra-Based Full-Body Locomotion and Movement Mechanics

The player character is constructed by hand from scratch rather than reusing the stock Lyra character model, while adopting the underlying locomotion structure from the Lyra starter pack. It incorporates linked animation layers and safe thread methods to drive fluid state transitions across walk, jog, and sprint profiles.

Locomotion fidelity relies heavily on distance-matching techniques, which control start, stop, and pivot sequences to prevent sliding and maintain physical weight. Jumping also operates through distance matching, ensuring predictable takeoffs and landings. Characters support realistic crouching behavior and natural turn-in-place mechanics, anchoring the camera strictly to a full physical body mesh that remains visible during movement. Weapon programming and combat framework code are omitted entirely, keeping the character blueprint clean for pure exploration and evasion.

VHS Camera Systems, Optical Zoom, and Screen Effects

Camera interaction is treated as an active gameplay device rather than an invisible viewport. The view integrates natural camera shake, smooth movement interpolations, and a smooth interaction crosshair intended for picking up items and handling physical triggers.

The system comes with an integrated found-footage camera display that tracks a real-time date and a functioning real-time stopwatch directly on screen. An automatic depth-of-field module pairs with a dedicated zoom mechanism, adjusting focus distance dynamically as the zoom operates alongside dedicated camera display modes. Visual styling is reinforced by a broad collection of post-process materials and shaders, including:

  • VHS and bodycam lens post-process effects
  • Screen glitch and hallucination materials
  • Edge outline, directional blur, and custom sharpening materials
  • Niagara particles for drifting dust motes, insect swarms, and ambient stars
  • A dedicated god ray light Blueprint for volumetric light shafts

These post-process systems provide the distortion, noise, and atmospheric degradation typical of analog recording tapes and modern body-mounted cameras.

Spline-Driven Sequences, Tentacle AI, and Humanoid Monsters

Enemy encounters in horror projects depend on alternating between unpredictable pathfinding and tightly controlled scripted scares. The template accommodates both through twin artificial intelligence systems: a humanoid creature and a specialized tentacle monster.

Both creature types come equipped with state behaviors for roaming, patrolling, roaring, chasing, and attacking. When a player is caught, the interaction triggers a catch-and-die kill sequence that handles the transition to a dedicated game-over screen. To support scripted events, the framework incorporates a spline line system that works alongside event triggers. Developers can spawn the creature directly onto a spline curve to choreograph intricate movements, jump-scares, or specific pursuit paths through tight corridors, featuring a dedicated Tentacle Pawn configured specifically for spline traversal. A playable tentacle monster is also included alongside custom menu interfaces configured for both playable character types.

Environmental Interaction, Audio Cues, and Level Assets

The mechanical layer is rounded out by foundational survival systems. Players can manage an interactive flashlight with dedicated pickup items, monitor a health regeneration and damage loop, navigate a pause menu with an integrated mini-map, and manipulate physics-driven door Blueprints. For shifting between isolated sections of an environment, a noclip teleportation system is built in alongside an environmental weather manager.

Auditory design is configured directly across the mechanics, incorporating dynamic footstep sounds keyed to physical surface materials, including grass, metal, sand, water, and wood. The asset package contains 47 custom sound files covering stingers, industrial drones, UI chimes, effects, and distinct water drops tailored for pool environments, complemented by 65 ambient background sounds. Scene architecture is supported by 2K and 4K modular floor and wall tile textures, decals, and utility meshes such as wet floor signs, security cameras, and illuminated exit signs.

Engine Plugins and Production Integration

Four primary plugins drive the underlying systems within this framework: the Animation Warping plugin, the Animation Locomotion Library, the Modelling Tools Editor Mode plugin, and the Unreal Engine Water plugin. The Water plugin is utilized within the project strictly for visual and atmospheric staging across demonstration environments.

Testing and demonstration are divided across multiple maps. These include a main menu level, two showcase levels designed to test template mechanics, spline paths, and tentacle encounters, and two demonstration PoolRoom maps set during day and night cycles. Step sounds can be auditioned within the dedicated showcase mechanics map. Network replication is not present in the current framework, confining the toolset to dedicated single-player horror pipelines that prioritize responsive client-side animation layers and atmospheric tension.

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