Beacon Manor
Devlog
- July 03, 2026 by chromestorms#player feedback, #unreal engine, #game design, #asset development, #game developmentThis week I worked on improving one of Beacon Manor’s puzzle hazards: the Eye Wall . The original version of the puzzle technically worked, but it was not giving the player enough feedback. The play... Continue reading

- July 03, 2026 by Nythanox1#World Partitioning, #Game Development, #Development, #Horror, #Unreal EngineWhat I've Been Working On. World Partitioning - One of the first things I learned about World Partitioning in Unreal is that if you decided to do World Partitioning for your game you should decided to... Continue reading
- June 18, 2026 by chromestorms#Animation, #Retargeting, #IK, #AnimDev, #Development-Jeffrey Hill / Chromestorms Today I worked on getting a new ghost animation pack usable with our Beacon Manor ghost character. The pack came with several animation sequences that fit the direction we... Continue reading

- June 12, 2026 by Justin Henry#Beacon Manor, #Devlog, #Game Development, #Unreal Engine, #Audio, #Sound Design, #Horror, #Indie Game, #Danger NoodleThe Problem One of the first production challenges I encountered on Beacon Manor was creating an audio system that could support music, ambience, sound effects, and UI feedback while remaining easy to... Continue reading

- June 12, 2026 by chromestorms#Object Interaction, #HUD, #Pickups, #ConditionalsAuthor: Jeffrey Hill Posted on: June 11, 2026 The Problem One of the main problems I had to solve this week was making our key and locked door interaction clear to the player. The underlying gameplay... Continue reading









