6 Developers
Development Length: 1 Semester
Engine: Unreal Engine 5
My Role: 3D modeler and Animator
Crease vs. The Rein of Tearer is a combat-focused, 3D action platformer that takes place in a paper world, where you play as a piece of shape shifting origami paper to explore new environments, overcome obstacles, and save the day!
The game has a major focus on movement and combat.
Our inspirations for the project include games like Paper Mario, Hollow Knight, and Pizza Tower. We are aiming for a silly, fun, yet challenging experience.
My Role
3D Modeler:
Designed and modeled the enemy characters like the Scissors and Thumbtack
Created several environmental assets like the trash can, pencil and legal pad obstacles
3D Animator:
Handled rigging and weight painting setup for the enemy characters
Was responsible for the enemy characters' animations (idle, move, attack, death, etc.)
Early concepts for enemies
If our main character is a piece of paper, then what should the enemies be? The obvious choice was evil office supplies that want to pierce, slice, or crunch our protagonist. In these designs, I tried to find a good balance between silly and menacing.
Thus came our 3 main enemy types:
Not too tough, but be careful of getting swarmed!
Beware their vicious snap
Watch your step!
Environment Modeling: Level 1
The first level is dark, dingy, and reminiscent of a dump, so I made many of the environment models to add to that theme. Paper balls and trash lying around enhance this theming, culminating in a big foreboding wastebasket gladiator arena.
Towards the end of the project, I was given a seemingly simple task: model some crumpled up balls of paper to help add to the dump/wasteland theme we were aiming for in the first level. However, this ended up being more challenging than I initially anticipated. These were some of my attempts before settling on the final version:
Attempt #1: The Lazy Route
A deformed sphere with a paper texture slapped on. Yeah... we can do better than that.
Attempt #2: Scrunched Plane
A plane subdivided a bunch of times and then scrunched around with proportional editing. Still not great, but getting closer?
(Not made by me, found online)
A cloth simulation was always an option, but that would take an extremely high poly count, too many resources for a simple environment item.
I then discovered the Fractal setting for the Ico Sphere, which finally gave me the look that I was going for.
It's bit rough looking, but it ges the idea across and fits with the look of the rest of the world.
In-engine and looking good!
Before After
Environment Modeling: Level 2