Cirque macabre
Cirque Macabre is a single-player, first-person survival horror set in a decaying 1975 circus.My main role was the lead interactive programmer, therefore responsible for designing gameplay and integrating mechanics for a working playable demo (demonstrated in the video below). The game was developed using Unreal Engine 5.I also had other roles in the development team:
level designer, lighting artist, technical artist, and environment artist.
Playthrough
Technical art
To streamline dressing, I developed several tools using Unreal Engine's blueprinting system. These include spline-based systems for generating procedural environmental assets and texture variation tools to introduce randomness and facilitate easy variation.
Spline systems
By developing a spline tool, I was able to create a variety of large-scale assets, particularly a roller coaster. This approach enabled greater optimization through instanced meshes and the use of trim sheets. Additionally, by designing modular pieces for the spline tool, I could easily adjust the roller coaster's shape to fit the environment using splines instead of placing individual pieces.Below are some examples.
I also developed a procedural bunting creation tool. This tool mimics the curve of hanging bunting by constraining the tangents at specific points (where the posts are). It allows customization of the bunting's length and angle, and incorporates a colored pattern that adjusts to the spline's length.
Asset Variation tools
For faster asset variation, I made texture variation tools (based in the UE construction script) which could be changed purposefully, or randomly.
Sari-Sari store
Hangzhou teahouse - modular modelling
amusement park level design
Creative Archive

About Me
About Me
Hi! I’m Allysa Versoza and currently a 3D Games Art and Design Student at the University of Hertfordshire.I specialise in hard surface modelling, and creating scalable and modular systems for game engines like Unreal Engine.Although I pursue games, I also have a range of media under my art belt which can all be found in my creative archive in both Fine Art and Media Production.Visit my tumblr blog to see my wip and thought processes from 2023 onwards!For enquiries, please contact me through email or my social platforms.
Here are some films I have produced. I took on multiple roles when producing these films; editing, sound design and colour grading. Media Production was quite the experiment :))
2024
2023 - Foundation : Media Production
2022 - Foundation : Media Production
2020 - Art A-Level
Below are animation I have done. This includes 2D and 3D animation.
2023
2022
These are my models created in Maya, Z-brush, Houdini and 3D Paint, textured in Mari and Adobe Substance.
2024
2020
These are concepts, including character designs, level design, environment design and game demos.
2024
2023
2020
Below are photos I have taken.
2024
































































