![]() We went straight to creating the final model, rigging and animating it in Maya (with some help of Photoshop for texturing). The details are painted directly into the albedo map, so there is no need to follow the normal process of creating a high poly model then retopo-ing and baking the details onto the low poly. Most of our characters’ shape are very simple and distinctive, and our 2D cel-shaded look does not require normal maps. Once the concept was decided, our 3D process was actually quite standard, may be even simpler than normal. You don’t even know if she has hands or not. For example, we decided that Hoa will not be doing any action that requires arms or hands, so in the final design she has her whole body covered by the cloak and her hands are not visible. Character CreationĪs mentioned earlier, we used the characters’ in-game actions and backstory as the core of our design, and get rid of any the elements that don’t serve those purposes. This saved us a lot of time writing the shaders ourselves. To achieve a toony look that blends well with the hand-painted background, we used a couple of toon shaders (Toony Colors Pro 2 and RealToon) purchased from the Asset Store. Being a small and inexperienced team, we often find ourselves seeking help in many tasks, and the Asset Store has always been helpful. Inspired by her backstory and the actions she is expected to perform, we eventually came to the current design.Īnother strong point of Unity is their huge Asset Store. So I went to Son-Tra and we decided to start with building our main character. The only thing I knew at the time is that I want it to be so beautiful that people would want to play it just to be in it. When I first came up with the story of Hoa, I had no idea how the game would look like. ![]() Unfortunately, we cannot share too much about the story at the moment, but you get the general idea. The plot went through a lot of revision before reaching its current form. ![]() With that as the starting idea, I went through countless discussions with our Creative Director, Son-Tra, to sort out the story’s details. It’s a simple and elegant scenario that allows us to get the characters through different environments and showcase the beautiful side-scrolling visual, and it also has lots of potential for backstories. After a few rounds of brainstorming, I took a liking to the idea of the main character finding his/her way home. But to do that I need a story, so I started to write one. I’ve always been a fan of side-scrolling games with beautiful visual like Trine, Limbo, Rayman… and I wanted to make one like those. When I started the project, my only thought is to try and make a side-scroller that looks stunning.
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