I creates a video to upload to You-Tube showing a standard run-through of the Going Home Vertical Slice.
Tag Archives: gamedev
Kelp Area Showcase
House Area Showcase
Background Environment
To make the world seem a little more alive I wanted to add some background environment pieces that can be seen off in the distance. I created a base for these pieces in blender, ensuring they were all very tall so the fog would blend out their bases. I created Two pieces one for rock,Continue reading “Background Environment”
Environmental Development
This is me documenting any decisions I make while producing the final environmental art assets for going home. The pipeline I created for these assets is detailed along with the research I did in my blog post Here. Nearly finished. Finished A giff flying around the finished initial terrain assets. Megan created the small archContinue reading “Environmental Development”
Dialogue control.
In order to fully play test the Level we wanted to implement the dialogue system so the player can be guided around the level as they will be in game. To control the dialogue systems we came up with the idea to use an overarching level controller game object to hold scripts which control whichContinue reading “Dialogue control.”
Play-testing
As the method for creating our environment assets meant these assets were hard to change retrospective to future testing. I suggested to Team lead that before environmental modelling was conducted we should play test the grey box level first. As everyone else was busy I got to work on preparing a new scene for playContinue reading “Play-testing”
Leaf Shader
This is a “follow up” post to my first post about shader development. In this one I explain the in’s and outs of the leaf shader development. I will be building on the understanding of shaders I talk about in my first post, so it’s a good idea to read that first. The first keyContinue reading “Leaf Shader”
Texturing The Anemone
Texturing of the character was done using substance painter. I Used a base layer to setup the basic parameters I wanted for the material, and then painted alterations on-top. Additional colours were added by creating a flat layer of colour, and painting in a mask. This workflow allows for easy colour alterations later on withContinue reading “Texturing The Anemone”
Detailed texture Creation.
This is going to be an in depth look at the methods I use to create my textures. Specifically the brain coral Texture. (Shown below) The methodology for most texture I create is to start with height information, once you have a strong height map you can use this to inform your colour and roughness/metallicContinue reading “Detailed texture Creation.”