Devlog Week 69-70

Environment I made a shader to use on the terrain. I wanted a more natural blending that also takes in consideration the displacement map of the texture. The result can be seen below. Notice how the snow doesn’t cover some rocks and grass blades and the sharper and more textured material transitions. I used 3 layers controlled by the red vertex color channel (0.0 […]

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Devlog Week 67-68

I focused more on art these past two weeks. I had about a week off for personal reasons, and going back to my work routine was a bit difficult, but things are again. Here’s what I did Robot Head Designs I was initially going to make a single head shape for every NPC and rely on clothing and color to differentiate between them, but […]

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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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