A SONG OF MOLD AND CHEESE


OVERVIEW

This is a project I made in around 3 weeks for a Playlab course at IT University of Copenhagen. The theme for this prototype was supposed to be "procedural content generation". In the end I opted for a “fake” generator: every asset is set up exactly by hand, but for user it would appear as a real generator.

The thousand combinations come from choosing your style (circussial, bonechard, greenhold, river temple, swamp temple, raft), accessories, gargoyles and lights.

The entire project is more of an interactive tool that showcases my solo developer skills, and my style. I wanted to create something gloomy and atmospheric, while advancing my design abilities. The mechanics I included are walking around, camera zoom-in, and restarting the generator.

ROLE AND CONTRIBUTIONS

  • Art Lead

  • Level Designer

My responsibilities in the 7-person team comprised sketching the general idea and look of the world, sketching and providing references for asset creation (delegating tasks to others), ensuring coherency between assets (3D guidelines), designing level prototype, and in the end creating the middle shelf and bottom shelf levels. In addition to that, I also modelled some assets for the middle shelf, and for the bottom shelf I reused all assets and made a worn-out, destroyed look by slightly sculpt-editing them in VR.

ENGINE AND TOOLS

Unity, Github, Photoshop, Gimp, Blender, Shapelab (VR)

PROCESS AND SKETCHES