After finishing my bachelor thesis I had realized that I need a change in direction. Instead of focusing on game design and gameplay, I wanted to make something that is heaveliy focused on visuals. For this I reworked the character and started working on a sequence I did not get to in the original project.
Reworking The Character 🔗
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The initial design and story was revolving around a samurai. I decided to step away from it as I started to perceive it as a cliché and instead worked on a design that is not directly tied to a culture.
The priority lied in shape language, which is especially fun in low poly, and vibrant colors.
The Environment 🔗
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The core idea of the visuals are inspired on liminal spaces and mega structures.
I experimented on how to stylize the assets. For every assets I made grey scaled texture, which works as the foundation for gradient mapping. The texure itself was built through material setups in blender utilizing different properties to create gradients, which represent light and shadow. The shadows are not accurate on how light behaves but are a means of stylization.
Learnings 🔗
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- Comittment towards technical artist
- I prefer text based shaders of node based systems
- reducing project size through gradient mapping