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Showing results for tags 'horror'.
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1 download
Animated PBR Goblin Zombie A fully rigged goblin zombie generated with human in the loop in Blender, with around 40k vertices and several minutes of mocapped animations. The animations aren’t game-ready, but they work well for funny cutscenes, screenshots, or messing around with the character. I have personally recorded them myself. The model was generated and refined using StableGen and TRELLIS 2, with PBR materials and textures included in the GLB. Textures can be converted to DDS inside Leadwerks if needed. This 3D asset was generated fully in Blender using the StableGen plugin and self hosted backend. The base concept was generated from the prompt: “zombie full frame shot highly detailed arms and fingers stretched out to the side, mugshot, no background, legs stretched out. A POSE T POSE. realistic 3D model. Stylized. Moist and fleshy PBR HDR” The asset is provided as a .glb file with everything included (animations, and PBR materials) The eyes are a reused mesh and texture from this model "Animated Zombie" : https://www.leadwerks.com/community/files/file/3720-animated-zombie/?_fromLogin=1 -
2 downloads
An ancient desert themed closed gate. The model is rather low poly and is designed to be placed as a map asset. The model was generated and refined using StableGen and TRELLIS 2, with PBR materials and textures included in the GLB. Textures can be converted to DDS inside Leadwerks if needed. This 3D asset was generated fully in Blender using the StableGen plugin and self hosted backend. The base concept was generated from the prompt: "A monumental desert temple doorway carved from smooth sandstone and dark bronze, built around a giant golden sun disc suspended above the entrance. Massive geometric pillars curve inward like solar rays, while the walls form a clean stepped silhouette inspired by ancient megastructures. Large weathered stone slabs, subtle cracks, engraved sun symbols, deep shadows, and a few bronze inlays add scale without clutter. Stylized realistic 3D environment asset, modular wall and doorway section, broad surfaces, minimal tiny details, warm sand and gold color palette, dramatic hard sunlight, PBR materials, game-ready design, no vegetation, no characters, no text.” The asset is provided as a .glb file with everything included -
2 downloads
Pumpkin and Friend Bring a little autumn charm to your game with Pumpkin and Friend—a (friendly ?) creature featuring a cheerful pumpkin character and its companion. This pack is ideal for adding warmth, personality, and seasonal atmosphere to villages, forests, farms, gardens, and other game environments. Whether you are creating a Halloween scene, a cozy adventure, or a colorful fantasy world, Pumpkin and pumpkincan help bring your environment to life. This 3D asset was generated fully in Blender using the StableGen plugin and self hosted backend. The base concept was generated from the prompt: “A Halloween monster, very distinctive and non-generic pumpkin man, half pumpkin, half man, 2 legs, 2 arms.” The 3D mesh was generated and refined using TRELLIS 2, with texturing also produced through the TRELLIS 2 workflow. Physically based rendering textures were generated using StableGen’s PBR-generation option. The asset is provided as a .glb file with .dds textures converted using Leadwerks' tools. -
18 downloads
Sentinel AI – Technical Description The Sentinel is an AI enemy built around a state-based behaviour system, featuring perception, target acquisition, investigation and combat logic that allow it to dynamically react to the player's position and actions. The AI includes: Patrol system: the Sentinel can follow a predefined sequence of navigation points, with configurable behaviours when reaching the end of the path, such as looping or reversing direction. Field of View system: I implemented a configurable vision cone with a near detection zone and a secondary, longer-range detection zone. The FOV is also visually represented in the game. Target detection: the Sentinel evaluates potential targets based on distance, FOV angle and line of sight, preventing detection through environmental obstacles. Investigation behaviour: when a target is detected at longer range, instead of immediately attacking, the Sentinel can move toward the detected position and enter an attention/control state. Dynamic pursuit: once a target is confirmed, the AI switches to a chase state and continuously updates its behaviour according to the target's distance and visibility. Maximum pursuit distance: I implemented a distance limit that causes the Sentinel to abandon a target when it moves too far away, returning the AI to its idle behaviour. Combat decision system: the Sentinel selects between ranged combat and melee combat according to the distance from the target. Ranged attack: when the target is within the appropriate shooting range and remains visible, the Sentinel enters a shooting state and fires a projectile. Melee attack: at close range, the AI switches to melee combat and applies damage after a configurable attack delay. Reactive behaviour: if the Sentinel is attacked while it has no current target, it automatically identifies the attacker as its new target and begins pursuit. State machine: the behaviour is organised through multiple AI states, including idle, patrol, investigation/control, chase, ranged attack, melee attack, retreat and death, with transitions determined by the current game conditions. Overall, the Sentinel demonstrates a custom perception and decision-making system, combining field-of-view detection, visibility checks, target prioritisation, state transitions, pursuit logic and context-dependent combat behaviour. -
11 downloads
Hello. I created this game while studying the Leadwerks 5 game engine. There is no complex story, and the gameplay is short, lasting around 5minutes. Your objective is simple. unlock doors, avoid enemies, pull levers, and find your way to the exit to clear the game. Controls & Interaction Guide Movement: W, S, A, D Look: Mouse Interact: E Sprint: Shift Flashlight: F Asset Credits Audio: Freesound, Leadwerks 5 3D Models: Fab Textures: Polligon, Leadwerks 5 Note: This text has been translated. -
View File Dark stair Hello. I created this game while studying the Leadwerks 5 game engine. There is no complex story, and the gameplay is short, lasting around 5minutes. Your objective is simple: unlock doors, avoid enemies, pull levers, and find your way to the exit to clear the game. Controls & Interaction Guide Movement: W, S, A, D Look: Mouse Interact: E Sprint: Shift Flashlight: F Asset Credits Audio: Freesound, Leadwerks 5 3D Models: Fab Textures: Polligon, Leadwerks 5 Note: This text has been translated. Submitter Orig Submitted 08/08/26 Category Games
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6 downloads
Leadwerks Summer Games Tournament This project is currently unfinished. I started the tournament project late and didn't have enough time to complete the scripting. For now, the game is mainly a walking simulator, but I plan to continue developing it in the future. Make sure you don't go down the stairs as their is nothing down there (waste of time). Also pressing escape closes the game. Genre: Horror-
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32 downloads
Step into the unsettling world of horror with this free 11-track loopable music pack designed to immerse your players in dread, suspense, and psychological tension. From eerie to terrifying ambiance music, this collection helps you create spine-chilling atmospheres across a wide range of horror experiences. -
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62 downloads
This highly folded red and bloody texture looks like intestines, organs or flesh. Veins and reddish spots can be found on the surface. It is a remarkable material for texturing monsters and aliens. This is a seamless and tileable PBR CG texture for 3D artists. Each package usually includes a Base Color Map / Diffuse Map, Normal Map, Roughness Map, Displacement Map, Metallic Map (Metals Only) and Ambient Occlusion Map. -
Here's some screenshots of our upcoming multiplayer sci-fi horror game 'Disinfection'. I'm working on this together with my girlfriend It features a fully procedural (random) level generator which is being eaten away in real-time by an infection. I also wrote lots of custom shaders from scratch for thi.s Such as a better PBR implementation that works well with the GI nodes in LeadWerks, as well as post FX such as anamorphic bloom and lens effects. Also effects for the infection and the monster. Most of it is still very early WIP, but the game is playable and we're hoping to release the game in Steam Early-Access sometime in April.
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Developer @Ghost has released his excellent Leadwerks-powered game Concealment. Your life is in your hands Go to an abandoned village to find your missing brother. Explore the objects that come in your way. Solve the terrible mystery of this mysterious place. Concealment is a first-person psychological horror game. A game in which you need to solve the mystery of an abandoned ancient village. Story You receive a strange letter from your brother. He asks that you urgently come to an abandoned village where something strange is happening. Your goal is to find your brother and find out what caused the strange events. Features Open for research location - Go wherever you want, explore the territory to your heart's content. Interactive items - You can pick up and examine items. Non-linear plot - Change the plot with your actions. Get the game now on Steam to enjoy some some horror fun built with Leadwerks!
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STORY Sometimes in life, you have to commit yourself to saving the ones you love. You need to sacrifice yourself for the greater good, and triumph over all barriers between you and that goal. My name is Daniel. I used to live a normal life... I had a decent job, a beautiful wife... But everything has changed, and now I have to get her back. I'm ready to go to the deepest corners of hell if I have to, if it means I get to see her again. Facebook Page! https://www.facebook.com/pages/A-Demons-Game/1609762912575762 Steam Group! http://steamcommunity.com/groups/ADemonsGame/ Play the demo here! http://www.indiedb.com/games/a-demons-game Steam Greenlight (Concept) http://steamcommunity.com/sharedfiles/filedetails/?id=400502301
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Hey everyone! Wanted to show my WIP horror asset pack for Leadwerks and ask for feedback, suggestions. Made these assets a while back, and i was thinking of adding more models/assets and sell them as one big Horror package. I've not decided any price yet, but it would probably be between $25 and $60 for the whole pack. Currently i already have above 15 items in the pack (textures, 3D models, decals, skyboxes and a fullscreen shader to get this awesome horror feel you see in the image below.) and i'll be adding more. Depending on what people would like in this pack, i will consider creating these assets and add them. So, feel free to come up with suggestions/proposals. All models/assets are of high quality and are optimized for performance as much as possible. Let me know what you think! Thanks!
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DreamEater Alpha 0.1 unfinished level DreamEater its to be a psycological/Horror game. This is an unclear path but I will add more events and triggers to make it more creepy, one can say that this is a test track of what you are able to do;) it's a little beginner with lua scripts and stuff.
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Autumn (Working Title) Hello community! This is not yet a full videogame project thread, its more a test run. I have a script for a 3d horror adventure that should be pretty easy to pull off for an indie and be fun to play/thus sell. However, I still don't know what engine I end up using altough Leadwerks is pretty convincing. This is more a test map where I can see how much time and effort it will take to make this game. In the game you will be a young witch hunted by the inquisition and simoultaneously trying to fend off a demon invasion. This sounds like it has a huge scope but its indeed just a 3D adventure à la penumbra on paper. This test map will be an everchanging level that shows a wine-cellar connected to some dungeons and a cave. I will continously improve quality until it reaches a level I'm happy with. Features this test map should have: Tesselated, atmospheric look High res graphics strong, desolate medieval atmosphere a few critters (in this case bats) some places overgrown with foliage doors that can be opened a chest that can be opened a creature running through a hallway-crossing as a jump-scare believable and dense ambientsounds fire effects interactive objects (picking up, throwing) This is what I attempt to do with my first attempt. The quality of the results and the time I need to reach them will then show wether there will be a game at all. What follows are some early screenshots of the above concepts. Its not much yet. Nest steps are: replace floor texture (had to test the displacment on that one) figure out how to make believable fire fill room and move on to hallways
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Hey! Made some progress on the art for Phobia. Modelled a metallic bench on wheels for surgical tools, a pillow, and done some changes to the wall textures. I'm really satisfied with how it is turning out. Also modified shad's toon shader, and the result is pretty awesome! The shader is now less cartoony, but enhances the scene in a number of ways! I get a PBR effect, the materials and lighting comes out much better, and it really adds a dirty horror feel to the entire scene. Working on some surgical tools and other props to spice up the scene. Let me know what you think! Thanks!
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