So after I finished the prototype, I began looking around for a publishing partner. Crucially, I also applied for an Unreal Dev Grant, the forerunner to Epic MegaGrants, at the same time. A few months later I got it, which was great because I had just quit my day job to work on Midnight Ghost Hunt full time. It was instrumental in giving me a bit of breathing room to find the right publisher, instead of having to rush to get full funding. Thanks, Epic!
What inspired this game?
When I was in college, I was fairly obsessed with playing prop hunt mods for various games. I greatly enjoyed the silly situations you can get caught in. As my visual effects career was winding down, I wanted to see if I could push the basic concept of a prop hunt (transforming hide and seek) a bit further, giving it a strong theme and context (like ghost hunting), and experiment with more action-driven gameplay.
A ghost-hunting theme made the most sense for a game where players were hiding in the furniture. I didn’t want it to go into a traditional horror game style, though. I preferred to strike that balance between sort of silly and a little scary. And while the game looks like it takes itself seriously, sometimes you are just chasing around a killer lamp. I think that’s pretty funny.
Beyond a strong theme, I wanted to make additional changes to the basic prop hunt formula to give it more depth. What if the props could fight back, instead of just running away? What if the props had special abilities and the seekers had a full arsenal of weapons and gadgets to choose from? What if the game doesn’t end when time runs out, but instead goes into a sudden death mode?
With these concepts in mind, I started prototyping the game by myself and trying to find a strong publishing partner that understood what I was going for. Once I had a rough playable demo, I quit my job in VFX and partnered up with Coffee Stain Publishing. They were instrumental in helping me hone in on the right vibe and mechanics. I couldn’t have done it without them.
And it’s worked out! I’m very pleased we’ve received a solid “Very Positive” review score so far, given the polarizing nature of competitive PvP games. Winning an Unreal E3 Award in 2019 was pretty cool, too!
What do you think makes Midnight Ghost Hunt unique or engaging?
I think our blend of action and hide-and-seek can be pretty compelling, as well as our emphasis on teamwork. Players are encouraged to coordinate combos with their teammates using various abilities or gadgets.
For example, two Ghost players can combine the Poltergeist ability (which causes an object to float and get hurled at nearby Hunters) and the Corruption ability (which causes the object to explode if touched) to create a flying, explosive trap.
Hunters, on the other hand, can combine the Radar (positional Ghost tracking) and the Spectrophone (directional Ghost tracking) gadgets to sort of “triangulate” a Ghost’s position.
What stage of development is the game in now? How has community feedback been so far?
We are still very much in our early-access stage at this point. There’s much work to do before we can call the game a completed product. Since our early-access launch, we’ve had two major updates and several smaller content patches. We’ve added two new maps, a challenge system, many skins and emotes, and improvements to features like matchmaking and anti-cheat.
Community feedback has been fantastic and extremely helpful in figuring out what is fun in the game currently and what aspects need some more work. We’ve been listening closely to try to address some of the key pain points. We’re close to shipping features like host migration and dedicated server support, which have been hotly requested in the community. We were hoping to launch into early access with these features, though they ended up being more complex than anticipated. But that’s game development!
We’ve also got a lovely official Discord community where our community managers can interact with players, gather feedback, and catalog bugs and issues. During development, we’ve found a lot of success posting various GIFs of gameplay on Reddit, going viral a few times with millions of views for each GIF. That helped us see that we had something at least visually compelling going on.
In terms of the development process, was this your first time using Unreal Engine on a game? How did you find it?
It was! That said, I had experimented with UE in the past for visual effects, since you can quickly get high-quality renders out of it and export passes to compositing software like Nuke and Fusion. I remember thinking how nice it was to not have to wait hours for a frame to render anymore! I was also impressed with how powerful the Material Editor and lighting systems were right out of the box.
I don’t think it’s an exaggeration to say that without Blueprint scripting, Midnight Ghost Hunt probably wouldn’t exist. Since I started primarily as a 3D artist, the ability to rapidly prototype gameplay mechanics without needing to learn specific coding syntax was the biggest game changer for me.