Caleb Lanting
Blackridge Hollow

A horror game set in a snowed-in theme park.

A single-player, first-person game with no combat: a friendly mountain park whose staff never leave, and slowly aren't who they seem. I'm building it in Unreal Engine 5 with AI agents doing the engine work, and the builds are checked by machines: a bot plays the story, tests check the rules, and every scene's frame rate is measured.

Role
Design and direction
Status
In development. Early Mac builds shared with friends
When
Since September 29, 2026
Built with
Unreal Engine 5, C++, MetaHuman
A lit shop on the snowy town square at night.
A gondola car on a wooden platform inside a crystal cave.
A suspended coaster track winding through a cavern lit by violet crystals.
A cabin porch at night, lit from the windows.
In-engine screenshots from an early build. Art is still in progress.

How it's built

A game is a huge acceptance test.

I set the direction and make the calls: the world, the scares, what each place should feel like. Agents build it in Unreal. Nothing counts as done because an agent says so: a bot plays the story start to finish on the packaged build, automated tests check the rules of each area, and every scene is measured for frame rate.

On October 1, the packaged Mac build played itself through all 556 steps of the first story, the suite passed 37 of 37, and every scene held at least 60 frames a second at 1440p.

By the numbers

855commits in the first ten days
~29.7Klines of C++
23characters built as MetaHumans
556/556story steps played by a bot on the packaged build
60+frames a second at 1440p in every scene

From the project's git history and its October 1, 2026 test, playthrough and performance reports.

Stack and role

Agents wrote the C++ and built the levels from my design documents. Character voices and music were made with ElevenLabs.

Unreal Engine 5C++MetaHumanAutomation testsElevenLabsClaude Code

Want to build something together?

I'm looking for a team to build with full time. Email is the fastest way to reach me.