Yenen’s Tale Assets, Part 6


During my second foray into the college life, I decided to go for an Associate’s in Video Game Design (specifically for the artsy side of the process, rather than the technical parts, for now).  During these two years at BCTCS, I have learned how to create GDDs appropriately, construct 3D models using Maya, create textures for those models (using Photoshop and Maya), import assets and create small games with said assets within Unity, and learned overall about the new and old techniques it takes to make an efficient and unique video game.

After creating the game objects that would, more or less, act as the intractable items in the scene (the Kay Crystal, the Kumojahitii Blade, Yenen, himself, etc.), it was then time to create the actual landscape pieces that would act as both artistic scenery bolsters and technical area boundaries.  After creating some brief concept art of the planet Par’N (in which this game takes places) some time ago, I have been expounding on the ideas I had previously come up with, and attempted to stay true to the look and lore of this already established planet.

With that being said, I wanted this area of the game, in particular, to somewhat tone down the official lore (where a lot of the planet began implementing Signa technology, rendering a lot of their foliage and landscapes as “geo-mechanical”) and showcase an area of the planet that hadn’t really been touched by the most recent wave of technology; I wanted hints of the planet’s technology (like the particle generating light post) spread throughout, but not being the foundation in which the level was built upon.

So, considering this scene would mostly be showing the untouched version of what most of Par’N might have looked like, I had to create the landscape objects with a more organic look, compared to most of the other game objects.  Also, with Par’N being a tropical and almost entirely flooded planet (at this point in the story), I had to take this into consideration when creating the base meshes and eventual textures (with a lot of foliage on the rocks/mountains and their shapes showing signs of weathered use by the elements.

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