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EARTHLESS - Game Assets behind the scene

Since characters weren't a necessary part of gameplay loop, I started by quickly sculpting a high-poly character that can be used in many assets.

Since characters weren't a necessary part of gameplay loop, I started by quickly sculpting a high-poly character that can be used in many assets.

Then, for in-game optimization for simple background crowd, I baked out bunch of posed models and their normal to camera so that it can be a simple transp. card that has light interactivity.

Then, for in-game optimization for simple background crowd, I baked out bunch of posed models and their normal to camera so that it can be a simple transp. card that has light interactivity.

Later down the road, this normal baking workflow ended up saving quite a bit of resources in many areas of the game - such as background assets that didn't need much geometric details.

Later down the road, this normal baking workflow ended up saving quite a bit of resources in many areas of the game - such as background assets that didn't need much geometric details.

Mock-up sequence made to be referenced by in-game animator

Mock-up sequence made to be referenced by in-game animator

I was also responsible for adjusting and kitbashing assets created by https://www.artstation.com/stanverbitsky so that it would fit the flow of the game / camera better. These were later baked out to simple card layers for in-game optimization.

I was also responsible for adjusting and kitbashing assets created by https://www.artstation.com/stanverbitsky so that it would fit the flow of the game / camera better. These were later baked out to simple card layers for in-game optimization.

Eventually with enough technical familiarity of card baking and in-game workflow, I've mocked up these environments directly in Unity to be implemented in-game.

Eventually with enough technical familiarity of card baking and in-game workflow, I've mocked up these environments directly in Unity to be implemented in-game.

Another interesting challenge of this project was creating mockups of how UI elements will behave and how certain gameplay sequence will be implemented.

Another interesting challenge of this project was creating mockups of how UI elements will behave and how certain gameplay sequence will be implemented.

Early in-game exploration of map to gameplay transition, I was responsible for greyboxing the sequence and the map.

Early in-game exploration of map to gameplay transition, I was responsible for greyboxing the sequence and the map.