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Senior Frontend Developer & Digital Artist

Henrik Wilhelm Sissener

I build accessible web products and design systems, and paint on the side. Based in Oslo.

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© 2026 Henrik Wilhelm Sissener

PrivacyBuilt in Oslo with Next.js & Sanityv1.1.0
Game Dev

Project Huldra

StatusOn Hold
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Timeline2022–2024
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Views23
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Likes0

Overview

Solo Unreal Engine 5 prototype — Norwegian forest horror where you outsmart the Huldra instead of fighting her. On hold since 2022, but better scope than Project Babel and a clearer antagonist.

TL;DR

  • Concept: first-person forest horror inspired by the Huldra — a seductive forest spirit from Norwegian folklore who lures you deeper until escape is the only win condition.
  • Role: solo developer — design, environment art, systems, and prototyping.
  • Stack: Unreal Engine 5 (Lumen, Nanite), Blender, ZBrush, Substance Painter.
  • Status: on hold since mid-2024. Active development ran from June 2022; the prototype is not abandoned, but paused deliberately.
  • Design pillar: the Huldra is not a boss fight — she is a presence you read, evade, and outthink.
  • Relation to Babel: smaller scope, stronger horror fantasy, and a pipeline sized for one person instead of two.

The pitch

You are alone in a photoreal Nordic forest that feels wrong in quiet ways — light that does not reach the ground, paths that seem to rearrange, sounds that mimic something familiar. The Huldra watches. She does not announce herself with a health bar. She tests whether you notice the trap before you walk into it. Survival is navigation, observation, and nerve.

Design goals

  • Understated Scandinavian horror — dread from folklore and environment, not jump-scare wallpaper.
  • Environmental storytelling — ruins, objects, and forest layout do the narrative work before any explicit exposition.
  • Puzzles and pressure — spaces that force attention, memory, and risk assessment under stress.
  • An antagonist with agency — the Huldra should feel like she is choosing, not cycling animations.

Technical approach

Unreal Engine 5 is the backbone — Lumen for dynamic lighting in dense forest scenes, Nanite for high-fidelity geometry without hand-authoring every LOD transition. Assets move through a familiar pipeline: sculpt and block in Blender and ZBrush, surface in Substance Painter, assemble and light in-engine.

  • Forest biome: photoreal trees, ground cover, and fog volumes tuned for oppressive readability.
  • Modular ruins and props — reusable kits for faster iteration on puzzle spaces.
  • Huldra behaviour prototyping — steering, stalking, and lure logic that can surprise during playtests.
  • Performance discipline — a solo project dies when every scene is a tech demo; budgets matter.

The Huldra as antagonist

In folklore the Huldra is beautiful from the front and hollow from behind — a metaphor for temptation and consequence. In the prototype that translates to mechanics: she draws you toward shortcuts, sounds, or glimpses that feel like progress but cost distance from safety. The design question is never "can you shoot her?" It is "did you understand what she wanted you to do?"

Timeline & status

Development started in June 2022. For two years it was my primary personal game project — learning UE5 as the engine matured, rebuilding environments as the art bar moved, and prototyping the core loop in parallel. It went on hold in mid-2024 when client work and life bandwidth made a solo horror prototype hard to sustain at the pace it deserved.

Pausing was the right call. Huldra is not cancelled — the folio, the assets, and the design notes stay. When it resumes, it resumes with a vertical slice mindset, not an open-world one. Project Babel taught me that lesson the expensive way.

What Huldra taught me

  • Scope: one strong forest biome beats three half-finished ones.
  • Horror is systems — lighting, audio, and pathing carry as much weight as the monster.
  • Solo pipelines need reusable kits — modular ruins and vegetation saved more time than hero assets.
  • On hold is not failure — it is scheduling honesty for a project that still has a point.
  • Craft compounds — every ZBrush pass and Substance layer from Babel shows up here with sharper intent.

If it comes back

The next chapter, whenever there is room for it, is a playable vertical slice: one forest route, one Huldra behaviour set that feels unfair in the right way, and one escape sequence that proves the loop. Everything else waits until that loop is fun to lose in.