Overview
Overview
- My Role(s): 3D Generalist
-Genre: First Person Slasher
- Engine: Unity 3D
- Platform: PC
- Team Size: 8
- Duration of Project: 6 Months
I've been a part of Drift Walker since its concept. I was one of two 3D artists, I mainly worked as a 3D generalist, working on a lot of aspects of the game.
Prototype
For our 2nd year projects, we're provided with a project brief that works around specific Game Pillars, Speed. To design something cohesive with this pillar, and thus the feelings derived from it, our project base was Ghostrunner.
I began my work by breaking apart Ghostrunner base animation, environment and VFX,
After a week, we made an early prototype from the ideas and research we did. We were focusing specifically on movement and sensation, aiming to have a core loop, even if small, complete, and working.
Environment
We divided the levels in such a way that they each had different types of environments within them. I focused on a more naturalistic setting with a significant presence of foliage and vegetation, while my colleague focused on a more human-centric environment with shrines and ancient mysterious devices.
Enemy
Regarding the characters, considering our specializations, he mainly worked on the main character, while I focused on designing the enemy that would be encountered throughout the game.
Initially, there were supposed to be more enemies, but due to programming delays and the need to meet the deadline, we decided to reduce the number of enemies to just one, keeping the ranged enemy since we considered it the most crucial for the game's core mechanics.
VFX
Finally, I also took care of all the VFX (Visual Effects) within the game, which were primarily meant to serve as visual feedback and, in some cases, to enhance the scenes.
For the VFX, they can be divided into three categories: Enemy, Environment, and Sanctuary.