Saving Sorenia

'Saving Sorenia' was a 4 week "sprint" project, completed as part of my Bachelor of Game Design degree at RMIT. My role on the project was environment artist, technical artist, and producer, this involved:‚Äč

  • Creating environment & flora models

  • Creating unique shaders and technical effects

  • Creating a Toon Shader to give the game a distinct look

  • Hand-painting environment textures

  • Managing the project and delegating between the 3 members of the team.

These alien plants were designed by our Art Lead Chantel Eagle - they were a key part of gameplay and had to look distinct. Pictured below are Unlit screencaps of my plant models, and a gif of them in-engine with their corresponding shaders.

The models were textured via a mixture of  'Lazy Unwrapping' using gradients, and unique hand-painted textures.

Process

These buildings were designed to realistically fit in a desert environment, their shapes were inspired by existing desert and sand-stone architecture. The concept on the right was my final design of an example building.

 

 

 

The models were made to be modular, to allow for rapid construction of various houses/buildings by our level-designer Luke Freeman-Burns. The images below picture the design process for creating the modular buildings.

As the modular building pieces did not have windows, I created a shader treatment for a window that would 'cut a hole' in any surface. This was achieved by setting objects depth in the Render Queue.

To save time during development, I made a Triplanar Texture Mapping shader treatment for all objects that did not have unique textures.

Pictured below is my initial design, and how it appeared in the final project.

A similar technique was used on the terrain. I created a shader treatment that received a 512px RGBA texture, used as a 'Splat Map', which the shader converted to the organically blended terrain pictured below.