
Penny Road
Experimental Horror Game
Penny Road
Platform: PC | Engine: Unreal Engine 4 | Ported to Unreal Engine 5
Scripting Language: Blueprint Visual Scripting | Tools: Blueprint Visual Scripting, Unreal Motion Graphics UI Designer, Audacity
Penny Road is an experimental horror game about a teenager whose curiosity over the closing of a road compels him to visit.
Role: Game Designer
​
-
Worked in Unreal Engine 4 to create a short horror experience
-
Scripted everything in the game using the Blueprint Visual Scripting System
-
Designed interface specifically for the game using Unreal Motion Graphics (UMG)
-
Leveraged Unreal Matinee Tool to create a compelling scene
Overview | Penny Road
Summary
The purpose of this project was to familiarize myself with scripting using Blueprints and building in Unreal Engine 4. Unfortunately I had to cut the project short because I started at Raven Software but I did release it as planned.
​
Blueprints were used for all the scripting, Unreal Motion Graphics was used for all of the User Interface, Matinee was used for the cinematic, Audacity for modifying the sound effects as I needed, and the Unreal Level Editor was used to build the gameplay space.
Roles
Level Designer
Blueprint Scripter
-
Built the project originally in Unreal Engine 4.9
-
Blueprint Scripted Character Controller
-
Flashlight Mechanics​
-
Movement Mechanics
-
Camera ​Mechanics
-
VHS Corruption Effect strengthening when Monster is nearby
-
-
-
Spline System used for dirt road
- ​Matinee Tool was used to show Cinematic "haunting" when a car runs into the tree, as well as tying together all the sounds
-
Jump scare at the end also uses Matinee
-
-
Unreal Motion Graphics (UMG) was used for the entire interface of the game​​
-
​​Collaborated with a Voice Actress to bring Chloe Rose to life. I wrote the dialogue with her, and she sent me Voice Over recordings that I ended up implementing in different ways.
-
Third Party Assets Used
-
Trees/Grass/Road (various asset packs)​
-
Sound Effects (Sonniss.com - GDC - Game Audio Bundle)
-
Jump Scare + Monster
-
(Modified for use though)
-
-
-
When Unreal Engine 5 released I converted the project over, and fixed any issues from the conversion
Project Post Mortem
Penny Road was my attempt at creating the kind of horror game I’ve always wanted to play, something that combined several different entertainment mediums into one cohesive narrative. I released it on www.reddit.com/r/nosleep where it received over 50 impressions, the majority of them were positive but it was never given the time to really take off (more on that later).
Story Synopsis
Below is the sequence of events as they happened leading up to the game.
​
-
April 13, 2007 – Chloe Rose gets her heart broken and in her misery accidentally kills Penny Lockhart by turning a blind corner and running her over, crushing her head between a tree and her car.
-
April 14, 2007 – Penny’s parents commit suicide upon hearing the news of how their daughter died.
-
April 21, 2010 – Newspaper is published about strange sightings in Penny Road.
-
October 19, 2015 – Benjamin Crowley hears about Penny Road closing and creates /r/PennyRoad to try to get some answers.
-
October 19, 2015 – Ben posts the subreddit (forum) on the Harmony Falls Facebook page.
-
October 20, 2015 – /u/SpiderManure offers his camera to Ben so he can record it.
-
October 22, 2015 – Ben visits Penny Road, this is last time he is heard from again.
-
October 26, 2015 – /u/SpiderManure posts asking if anyone has heard from Ben.
-
October 26, 2015 – The user who shared newspaper clippings mentioning Penny Road rambles incoherently.
-
October 29, 2015 – /u/SpiderManure visits Penny Road in an attempt to find out what happened to Ben, he finds his camera and the tape instead. He visits the police station to report Ben missing. The police end up giving him a bad vibe and he promises to post the video once it’s done uploading to his computer.
-
October 29, 2015 – /u/SpiderManure is admitted to the Harmony Falls Mental Hospital.
-
February 1, 2016 – /u/SpiderManure is released.
-
February 6, 2016 – /u/SpiderManure posts about where he has been for the last few months and shares the tape.
Laying the Foundation
In my opinion the most important element in a horror story is the central tragedy that causes the haunting to take place. Having a great tragedy can make it easier to come up with a narrative around it, without it you’re walking in the dark. It isn’t enough to have a ghost, you need to give it a story that compels the player to want to know more and the big payoff is the tragedy. Not only does the tragedy help ground the story but it also allows the person experiencing the story to sympathize with the monster. It’s easy to create this horrific beast that kills people, but to know why it is killing people grounds that monster and makes it feel more real.
​
The importance of lore in pre-production.
Going into the project I wanted to lay down the lore before making the game. By establishing lore before starting the project it made it easier to make creative decisions and ultimately to get inspired. I envisioned that Penny Road would be one part of a bigger game but due to time constraints and not knowing whether Penny Road would get any traction I cut it down substantially into one story involving a handful of characters.
​
Choosing the Audience
I was creating a game for someone with similar tastes to my own. I created a short profile of them to help guide my design decision making.
​
-
Someone who didn’t like it when things were explicitly explained
-
Someone who loved environmental storytelling
-
Someone who likes playing, watching or reading creepypastas online
-
Someone who likes the fan theories of Dark Souls or Five Nights at Freddy’s
​
Choosing where to release the game
​
The forum reddit.com/r/NoSleep is something I had been reading for almost a year. It can be best summed up by its description below. Everything is true on there. This made it prime territory for me to post the initial breadcrumb of the story in order to pull people into playing the game.
​
Suspension of disbelief is key here. Everything is true here, even if it’s not. Don’t be the jerk in the movie theater hee-hawing because monkeys don’t fly.
​
Creating the Monster - Chloe Rose

When I started writing Penny Road I wanted to create a character the player could relate to, a victim of their own faults and choices. That’s where Chloe Rose comes in. This is her character synopsis I wrote. Having this was handy when I was looking for someone to voice Chloe. I ended up finding someone in freesound.org that was willing to voice her.
​
In 2007 Chloe Rose was a social and studious girl whose great taste in literature was contrasted by her atrocious taste in boys. The night of the incident she was at a party in the rural part of Harmony Falls. It was no secret that her relationship with Bobby had been strained, that night it reached its boiling point and she was humiliated by him infront of all her friends. As the sun set over the horizon she left the party a drunken mess and made the grave mistake that cost her dearly. Newly single and driving recklessly she veered into a popular dirt road that led into a dead end. There was a blind corner right before the tree at the end. There was also a little girl named Penny playing by the tree at the time. Bawling her eyes out she turned the blind corner and didn’t have enough time to even think about stopping. She struck the tree but the airbag saved her life. Overwhelmed by the accident and afraid her parents might find out what she did with Bobby she began crying again. She opened the car door and stepped out of the car for some air, still crying. She was unaware but that was the moment when tragedy struck Harmony Falls. On the hood of the car she saw what could only be described as blood. As she stepped closer to the front of the car she saw what looked like a doll lying on the ground. Clenching the doll was a hand, and connected to the hand was the lifeless body of a little girl, the place where her head should go was between the tree and the car. There wasn’t enough space to accommodate a head. Chloe couldn’t believe what she was seeing. Her cries grew louder as she realized what she had done. She ran into the woods in her hysteria.
​
5 days later the search for Chloe Rose began. She was never heard from again.
Creating the Protagonist – Ben Crowley /u/bencrows
​
Benjamin Crowley was a result of me wanting to create a bigger game than just Penny Road. I wanted to make a game series whose name escapes me but it would end up being “SERIESNAME: Penny Road”. It would each be a different horror story at a different location with different game mechanics. Something really ambitious for someone’s first Unreal 4 project. Due to the time constraints and the fact that I didn’t know if anyone would end up liking Penny Road I wrote the character in a way where I could add information later on if my game got traction and people were interested in a sequel.
​
Benjamin Crowley or /u/bencrows as his reddit account name would have him be is a high school aged teenager whose curiosity over the closing of a dead end road compels him to visit it. He starts by creating a subreddit (basically what a forum is called on reddit) which he shares in his local towns facebook page in an attempt to get people to divulge information about Penny Road. He’s related to Aleister Crowley, an occultist from the early 19th century. This backstory would be what I would pull from if I created a sequel.
​
Creating the Storyteller – /u/spidermanure
/u/spidermanure is the only alias we get of the person who shares Penny Road to the masses. He can be summed up as being someone who was pulled into a world he didn’t know existed by letting his curiosity get the best of him. He gave Ben the tools he needed to share Penny Road with everyone. His sanity was the price he pays.
​
Creating the setting – Harmony Falls
Anyone who was old enough to read a newspaper in 2007 knows what really happened in Penny Road, why it’s named that, and why it’s important to stay away. They’ve worked tireless to make sure the next generation didn’t know anything about it. They almost succeeded before Ben came along.
The Challenge of Authenticity

What went right?
Became proficient with Unreal Engine 4!
​
My main goal for the project was to use it as an excuse to learn Unreal Engine 4 and by the time I finished it I was confident with making content inside the engine.
​
Created authentic looking VHS Interface!

One of the things I’m most proud of is the interface of Penny Road. In the beginning the game looked very modern despite the fact that the story called for a more dated interface.
Shipped!
​
Once I posted the project I knew I was done with it and it was now a matter of letting it get traction naturally (hopefully).
What went wrong?
Learned about following meticulous rules on internet forums
The second biggest mistake I made with this project was not following one of the subreddits rules close enough and my post was removed right as it was picking up traffic. The rule in question was that you couldn’t name another subreddit in your post title. I reposted it with an altered title but enough people had seen the original that they asked why I reposted it. I knew then that I was dead in the water and sadly the post didn’t pick up as much traffic as the first one.
The biggest mistake I made was that in order to prevent others from linking the original post I deleted it. The only post left now is the repost that received less traffic.
To this date this is a huge regret of mine but I’m glad I made this mistake because it means I’m more careful when publishing content.
​
Learned a lot about the importance of communicating the device recommended for use
Some of the people tried downloading the game to their phones which caused issues because the game wasn’t intended for mobile devices. Some people thought it was a virus that I was trying to get them to download. Something great I found though was that people were intrigued enough to download it and even relied on others to check out the files for them to make sure they weren’t viruses. Once people found out it was a game they were pretty willing to try it out and even suggest others do so as well..
​
Learned that when aiming for authenticity half measures won’t do
Part of the story involved newspapers and one of the mistakes I made was using a tool online to make them instead of creating my own using photoshop. I thought this was an efficient use of my time but I was later called out for it.

Authenticity on Reddit meant that I wanted my posts to be timestamped and make narrative sense. This meant that I had to release part of the story early in order for it to make sense once I finished the game. On October as I was working on the project I decided to start laying the breadcrumbs with several posts.
​
This was an interesting experience because it meant that the time I spent working on the game would be time that a character in the story was in an insane asylum.
​
The way I wrote it gave me the flexibility to release the game at any point in time. I would end up releasing it in February of the next year.