Announcement



Today I wrapped up development on Five Nights at the Whitehouse, and it’s definitely been one of the more interesting projects I’ve worked on. From the initial concept to the final polish, I really enjoyed the whole process.

The game was built using FNAF Engine, which honestly surprised me with how flexible it was. I didn’t expect such a lightweight engine to support this level of customization, but it handled everything—from custom sprites and animations to the (admittedly awful) phone calls I recorded myself.

I aimed for a high level of visual customization, and in that respect, the engine delivered exactly what I needed. That said, if I’d tried to introduce more complex gameplay mechanics, I probably would’ve hit some limitations.

The biggest challenge by far was getting everything to look right—especially the office. It uses a heavy fisheye lens effect, since it’s the only room the player can move around in. I applied a subtler version of the same effect to the other rooms, but the extreme distortion in the office meant I had to cut a lot of background objects that just didn’t work under that warped perspective.

All in all, I’m proud of how it turned out. It’s a weird little project, but I think it holds up for what it is. Hopefully people enjoy playing it as much as I enjoyed making it.

Full release drops June 14th!

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