All Hallows' Dreams

We've got a ghoulish event planned for Halloween! Introducing All Hallows' Dreams, a collaborative event between Media Molecule and... you!

We'll be creating a multi-story, many-roomed Haunted House in Dreams, with each room created by a different Dreamer!

You're invited to submit your own spooky room, or carve a pumpkin for the pumpkin patch, starting today!

Your contribution can range from truly spooky, to ghoulishly delightful or somewhere in between.

Our official room and pumpkin templates are available NOW (8th September), just please submit them by the 27th September 2020. You can find both templates at the top of DreamShaping, or by searching the following terms in Dreams:

We've laid out the rules, guidelines and some helpful tips below - please have a read! Once you've finished and released your Room and/or Pumpkin, head to this indreams page and enter the link for your creation. The submission page will let you know if you've missed some of the major criteria to enter the collaboration, like thermometer limits, which will hopefully help make sure your content can be included.

We’ll be announcing more details as we get closer to Halloween and we hope you’ll join us for this fantastic haunting!


Content must not contain content that is protected by any third party's copyright or other intellectual property rights. Submitted content must comply with the Code of Conduct set out in the PSN Terms of Service(opens in new tab), as well as the Dreams CoMmunity Guidelines.

Room Template Guidelines#


  • There are three templates to look out for, all contained within our Haunted Room Templates collection. Each room has a different exit location, so choose the template which works best for you.
  • There are thermometer limits to stick to! You are limited to 15% graphics, 15% gameplay, and 5% audio for your room.
  • Before creating anything for the haunted house, make sure you're scoped into the room group (L1 + X). Everything you create must be inside this group! To make sure you've got this right, scope out of everything (repeat L1 + O until you're outside of all groups) and try moving the room. If everything inside the room moves with it, you're good!
  • When you've scoped into the room template, you will notice there are two powered-off Text Displayers – these denote the entrance and exit for your room. When you are happy with the layout of the room, feel free to remove them.
  • The sculptures already placed in the element are guides for the content of your room, and everything you place in the room must be kept inside those dimensions. You may not edit them! If you make your own walls, flooring, and ceiling (and they must be placed correctly - e.g. no gaps in the flooring, no visible gaps between the floor and the walls, and the walls and the ceiling) feel free to remove the guide sculptures.
  • Any objects in the template frozen with the Freeze tool must not be tinkered with!
  • Do not edit the decoration on the exterior of your room.
  • Finally, if what you've added inside the room exceeds or moves out of the dimensions of your room, it won't be allowed.


  • Feel free to use any assets in your room – sculpt from scratch, grab stuff from the Dreamiverse – as long as it's spooky!
  • You may not remove the windows or door frames in the template.
  • Make sure the entrance and exit to your room are not blocked by objects that you've placed in the room. Feel free to block the windows, however!
  • Lighting is fine to use, just make sure that when it's placed inside your room it doesn't extend the dimensions of the room. For example, do not cast a light from the entrance, exit, or windows of your room, as this will affect the lighting of other rooms.
  • There is a limit of 6 Light gadgets per room.
  • You may not add the Sun & Sky or Grade & Effects gadgets. There is a powered-off Sun & Sky gadget in the Room Properties microchip found at the entrance of the template. When powered on this will show you what the final atmosphere of the event will look like.
  • You may not use Cameras or Camera Pointers in your room.
  • Fog is fine, just as long as it stays within the room and it's only used as a visual effect. Please don't make it difficult to navigate the room!
  • Only use the Camera Shaker if it improves a short effect you've made (like an explosion), and it's contained within your room. For example, don't shake the camera throughout the player's experience in your room!


  • Your final room must have a clear path, and if you plan on adding puzzles or objectives in your room then they must be optional. This is to ensure the player can navigate the floors easily!
  • We will be using a puppet based on the Blank Sliding Platformer Puppet, found in the Blank Puppet Collection inside the Gameplay Gear menu. The only difference in our puppet is that the Camera Tilt, found in the Camera Properties tab of its Controller Sensor, is 7° instead of 14°.
  • We encourage you to make your room VR friendly if you so wish! The puppet will be able to switch between third and first person views using the touch pad. For testing purposes, use a temporary Blank Sliding Platformer Puppet and tweak its Controller Sensor. In the Camera Properties tab, change the Camera Distance to 0.0m. Then when you test your room, you will see your creation in first person. Don't forget to delete the puppet before you submit, however!
  • The puppet will be tagged with "Puppet". Use this for any gadgets you need for locating the position of the player.
  • The puppet's head will be tagged with "Look at me" - use this for anything in the room that will look directly at the puppet's head, for instance.
  • No Moveable objects are allowed in your room, unless you have connected them to other non-Moveable objects in your room using Connectors.
  • You may use puppets in your room using the above workaround. If you place the puppet in the room template group, and then attach a String (from Gadgets/Connectors) from the wall of the room to the puppet itself, then the puppet will work just fine. If you choose to use a puppet in your room, however, ensure the puppet's Possession Mode is set to None by tweaking its Controller Sensor.
  • Any gadgets which make objects Moveable (and therefore have physics independent to the room template) are not allowed.
  • You may not use Checkpoints, Prize Bubbles, Doorways, Scores/Score Modifiers, Head/Camera Trackers, or Hand/Imp Trackers in your room.
  • You may animate objects in your room by using Keyframes, Action Recorders, and Record Possession. Note that if you use Record Possession, be sure to tweak the Controller Sensor of your puppet and set the Possession Mode to None.
  • You may use Text Displayers in your room, but they must be set to In Scene (Settings tab of the Text Displayer). Customise your text however you like, as long as the text or text box does not visibly protrude the dimensions of the room.
  • Make sure that the Text Displayer is not set to Always On Top! Face Camera is fine to use.


  • If you wish to add music or ambience to your room, please add it to the Music & Ambience microchip found around the centre of the template. The microchip contains another microchip – do not tweak this!
  • Make sure that the music or ambience you use in the room is not too loud for players - check out the ambience and music in the All Hallows' Dreams Haunted Room Templates collection for an idea of how the volume levels should be.
  • Feel free to use any non-ambient sounds in your room, but they must only occur within your room. You may use 3D Panning on your sounds to ensure they have a position within your room, but make sure that the zone does not extend the dimensions of your room.

Pumpkin Template Guidelines#


  • Firstly, make sure you are scoped in to the pumpkin group, which contains the pumpkin sculpture, the pumpkin lid, and a microchip.
  • If you would like your Online ID to be shown over your pumpkin, open the microchip and enable the switch labelled Online ID, then change the text in the Text Displayer to your exact Online ID. Your Online ID will be shown in a scene in our event when the possessed puppet is near the pumpkin.
  • The thermometer limits for submission are 1% gameplay and 1% graphics. To check the current thermometer levels, switch to Assembly Mode, open Show/Hide, and enable the Thermometer setting.
  • You may not edit any of the frozen gadgets in the Pumpkin Template element. These are the Auto Guide next to the pumpkin, the Settings microchip inside the pumpkin group, and the Settings microchip inside the Levitation Settings microchip.
  • You may not edit any of the gadgets inside the microchip, except for the following:
    • Toggling the Online ID switch
    • Changing the text in the Text Displayer
    • Powering the Glow switch
    • Changing the colour of the Glow switch, thereby changing the colour of the pumpkin's glow
    • Powering the glow pulse switch
    • Changing the Glow Frequency slider inside the Glow Settings microchip
    • Powering the Levitation switch
    • Changing the value of the Levitation Height and Levitation Speed sliders inside the Levitation Settings microchip
  • You may not resize the pumpkin.
  • You may not edit either of the sculptures inside the pumpkin lid group.
  • You may not edit the invisible glowing sculpture inside the pumpkin group.
  • You may not add anything else to any of the groups in the template - just edit what's already there!

Carving the Pumpkin#

  • To begin, make sure you carve on the front of the pumpkin. To make sure you're looking at the front of the pumpkin, scope out and make sure the microchip above the pumpkin is directly facing the camera, and the pumpkin is in the centre of the screen.
  • To carve the pumpkin sculpt, you may use Subtract with Shapes (press triangle while a shape is selected) to make holes in the pumpkin, and you may use Guides to make this easier (Surface Snap, Grid, Mirror, Kaleidoscope, etc). We suggest using the lightest orange colour available in the Colours menu in Sculpt Mode.
  • You may use different Flecks and Finishes when subtracting shapes from the sculpture.
  • The final pumpkin must only use 1% of the gameplay and graphics thermometers.
  • You may not reduce the sculpture detail of the pumpkin.
  • You may not move, edit, or delete the shapes already subtracted from the pumpkin which create its initial shape. Take care not to accidentally remove these while adding your sculpts. For reference, the pieces we have used for the pumpkin are:
    • 2 x thin kaleidoscoped donuts (Subtract) - the pumpkin's ribs
    • 2 x soft blend cubes (Subtract) - the top and bottom of the pumpkin
    • 1 x inverted cone (Subtract) - a hole for the pumpkin lid
    • 1 x sphere (Subtract) - the inside of the pumpkin
    • 1 x sphere (Add) - the shell of the pumpkin

Decorating the Pumpkin#

  • Note that all rules in this section also apply to the sculptures found within the Pumpkin Lid group.
  • When tweaking the pumpkin sculpture, you may alter any of the outer and inner properties except for Glow, the Emit Light From Glow option, and the Cast Shadows option.
  • You may also tweak the Ruffle and Impasto sliders in the Fleck Properties section of the pumpkin sculpture's tweak menu.
  • You may not adjust the sliders in the Effects section of the pumpkin sculpture's tweak menu, or animate the pumpkin in any way.
  • You may not adjust any settings in the Physical Properties, Collision Labels, Labels & Ownership, and Audio Surface Type section of the pumpkin sculpture's tweak menu.
  • You may use Spraypaint on the pumpkin while in Sculpt Mode - any colour or pattern is fine!
  • You may not add Paint to the pumpkin.
  • You may use Coat Mode to apply any Finish you like to your pumpkin, except for Glow.
  • You may use any of the tools in Style Mode except Looseness.

Extra Touches#

  • To add a glow effect from the inside of your pumpkin, firstly enable the switch with the sun symbol. You can change the colour of the glow by tweaking and changing the colour of the switch.
  • If you would like the glow of your pumpkin to pulsate, enable the switch with the sun and wave symbols. You can change the rate at which the glow pulsates by opening the microchip to the right of this switch and changing the value of the slider inside.
  • Finally, to make the pumpkin levitate, enable the switch with the up-down arrow symbols. You can alter the maximum height of the pumpkin's levitation using the top slider, and you can change the speed at which it levitates using the bottom slider.

Happy spooky creating! We can't wait to see what you Dream up!

The Dreams User Guide is a work-in-progress. Keep an eye out for updates as we add more learning resources and articles over time.