Parallel Potions is a top-down adventure game inspired by the Legend of Zelda and Overcooked, where you control two Witches in a Scavenger Quest of a lifetime. The gameplay loop is to explore the forest as you gather items that would be used by the Witches for the creation of their own potions.
This game was worked in a group alongside development of other smaller projects to test collaboration when balancing multiple activates. Of the 5 months we were given to work on the project, the total work was worth 3 of previous projects, meaning that time spent had to count.
I was the only artist in the group, having to design the concept art for the characters and environment we would have going later down the level.
For the later stages, as my trio of Designers had already claimed the work on 3D designs, I found my space designing all of the User Interfaces assets, both Buttons and background screens.
I was able to contribute one thing towards past the UI art in the game. I was able to continue onwards with the player character doing the texturing on them before they were included in the game.
When I got the model, it had not yet been UV unwrapped so I had to go in and sort that out inside of 3DS Max myself. The final model unfortunately did not retain my textures, as the model in the game engine had been imported before getting unwrapped, despite me giving them that model and suggesting they make the switch, but the work is still present to see.
Setting up the HUD layout, alongside importing and setting up assets previously produced.
Designing all UI Assets.
Designing background title images for menus.
UV Unwrapping the character model.
Texturing the Character Twice fro each element used.
This project gave me a basic understanding for how to use Unity after having spent 3 years focused on Unreal engine, meaning I got to know how to take advantage of working in both forms of engine.
This also gave me a greater understanding on the development of UI design, by making pieces that looked visually appealing while not detracting from the main game at hand, alongside being visually clear for what everything was in the game.