Devlog Week 65-66

The last two weeks were a bit more relaxed/casual. Inspiration and Reference I spent quite some time playing games for reference (the first few hours of Death Stranding and Doom 2016) where I focused a lot on trimsheets and textures and the general environment. I had fun while at it, so it wasn’t all for the art. Another game I played was “The Spirit […]

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Devlog Week 63-64

I didn’t work a lot on the game itself these past two weeks, focusing more on adjacent portfolio work. Environment Art for Portfolio I’m starting a new big project for my portfolio, focusing on sci-fi and hardsurface. I gathered a lot of reference and replayed and reviewed old screenshots of games with an art style matching what I want, mainly Titanfall 2, Doom 2016, […]

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Devlog Week 61-62

Here’s a summary of my work for the past two weeks Walkie-Talkie 3D model This is a personal project for my porfolio. I wanted to practice more hero game props, CAD modelling, texturing, and also lighting and rendering in Unreal Engine 5.Check out the detailed breakdown over on ArtStation: https://www.artstation.com/blogs/abdoubouam/Agd2X/walkie-talkie-game-prop-breakdown Mini Game Husky Drift I made the lowpoly and textured models of the husky […]

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Devlog Week 59-60

As I mentioned last week, I’m focusing a bit more on my portfolio, so there’s less work done on the game. Here’s a summary of what I did. Dithering Effect I had the idea to add some of the dream effects to the rest of the game. I tried it, but I didn’t like how it looked, so I created another one specifically for […]

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Devlog Week 57-58

I’m going to take a break from the main game from now to work on side projects for a few weeks. Mainly portfolio pieces and experiment with Unreal Engine more. In the meantime here’s what I did the past two weeks. Mini Game Prototype: Husky Drift I had this silly idea of a husky drifting a car. I had purchased the model a while […]

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Devlog Week 55-56

Glitches and corruptions I was messin around in Unreal, and while switching between Lumen and baked lighting the textures appeared corrupt. It looked good with the dream ASCII filter on top. And I thought a bit about replicating the effect. The first thing that came to mind was to corrupt a PNG file by altering one of the bytes in the beginning, and it […]

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Devlog Week 53-54

Last devlog of the year. Here’s what I did the past 2 weeks. Blockouts I worked a bit on the starting area of the game. The area is relatively modern compared to the rest, so the roads are paved and accessible by cars, and the buildings are modern. The player will wake up in a clinic, so I also included the room with it. […]

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Devlog Week 51-52

This week I experimented a bit on character clothing, added some character AI behaviors, and improved the greetings/chatter system. Here’s a detailed explanation. Character Clothing I experimented more with Marvelous designer and made a “real” scenario. I made the entire thing in Marvelous designer (so no manual sculpting), and got a lot more familiar with sewing patterns and styling. I textured it quickly in […]

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Devlog Week 46-50

It’s been a while since my last devlog. I took 3 weeks of vacation. I visited Ankara and Istanbul in Turkey, spent a few days with parents, and took a few relaxed days too. I’ll be back to work at full capacity starting from this Monday. In the meantime here’s a summary of what I did. Marvelous Designer Trial I am going to make […]

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Devlog Week 44-45

Here’s a summary of what I did in the last two weeks Art I wanted to make a dark/cinematic/creepy render with the robot model, so I did. I used foliage from Megascans, and most of the other stuff aside from the watch tower is from old models. I rendered it in Unreal instead of blender this time as an exercise, and I’m satisfied with […]

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