Showcase of Game Assets created in 2022 for the Erindale.xyz - Discord Game Jam’s.
Which is an open community event to create a game together, within 2 weeks time.
Here's an overview of the assets, I created for these, 22 for the Summer Jam and 40 for the Holiday Jam:
Engine: Unity
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During this Summer Game Jam, I shipped these 22 assets shown above.
I had roughly 10 days to create performant assets. As we had the goal for the game to be playable by everyone, regardless their hardware and shipping for all PC-Platforms.
Prototype procedural Leaf-Shader - Quick Customization
First of Shaders:
As such a project is a great excuse to study and experiment. I took myself some time to develop a procedural Leaf-Shader with Blender's Shader Nodes.
The *Float Curve* Node, is a favorite of mine. As this node makes it extremely intuitive to drive values from a normalized 0-1 range. For example, a great use for shaping these leaves here.
Keeping control of all parameters procedurally, enables to quickly variate and adapt the set up.
But everything has to start from something. So as a tangible reference for the Shader development, I've chosen this Hart's-tongue Fern from my garden to start from:
Asplenium scolopendrium, great in dry-spot too!
Of course that didn't happen instantaneously.
A huge advancement of such prototyping in Blender is that, I can use Geometry Nodes to quickly align a few very rough Proxy-Cards in a phyllotaxis pattern, whilst having the Shader still live and tweakable.
Resulting in a prototype like such. Which gives me already a good impression, how the plant will look like:
WIP: Hart's-tongue Fern. Geo-Node Mock-Up
Hart's-tongue Fern; Geonodes + manual tweaks (final):
Heartshaped Leafs, inspired by Hosta
Red-veined Leaf, with white Variegation
After having the functionality of the Shader sorted, Process was straight forward:
designing different plants, inspired by nature, but not necessarily representing a real plant, due to time limitations, and the general more stylized path the game took
creating variations for the individual leaves
Baking: The specifications we agreed upon, was a reduced PBR-set (Normal, Roughness, Albedo) (No Translucency map; for performance sake)
assembling the Texture-Atlas
cutting out/modeling the Leaf-meshes
final assembly with Geometry Nodes, manual tweaks, transferring Normals
Engine: Unity
This Game Jam was special, as we had great Art-Direction by Quackles3D.
The general style-guide was: whacky, cartoon-ish assets, as Low Poly as possible. It was a lovely experience to work in this style! And i think the results fit together quite well!
We used an atlas of gradient swatches, as unified palette for the whole game. Ties everything together nicely, and turned out to be a pleasant workflow, especially for a Game Jam! Also this made it, easy for me to create 3D-vegetation, which is compliant to it's environment.
With these circumstances in place, this Jam was great exercise of working along a style guide.
For the actual modeling here, I used a mix of procedural and manual techniques, applicable to the stylized nature of these assets.
Ramps!
Smaller plants/perennials. Quickly created reusing nodes of the potted plants, from previous Jam
The Color-Swatch/Gradient-Atlas workflow we agreed on, gave opportunity to create color-variations for 3 UV-Slots, whilst retaining high performance. As the game was already very colorful, and I knew that my assets going to be around a lot, I've opted for colors which are not to intrusive. For the UV-variations, I kept it mostly simple and adapting to the big picture. Creating variations, rather then introducing a lot new colors to the already colorful palette.
A great technique to gain variance out of an individual asset, in a way that has only minimal impact on the performance of the game.
Both games, are available free on itch! Ho-Ho-Haulin even has a glTF lite-version. You can look at those assets in-game, within a browser. Without any downloads!
My Highscore, pretty good.
Feeding Birds is important! And all smaller plants with UV-variations. To make use of the Slot we've got. Trying to keep it rather simple, more variations, then new schemes.
I ended up creating 40 assets x3 UV/Color-variations during this jam.
The 39 smaller assets have a tri-count of 4400 in total. Averaging around 113 tris per asset.
The ramp as a hero-asset and my personal stretch goal, is a bit more heavy with 3800 tris. Which could have been optimized further under different circumstances, but as my other assets were quite performant, this allowed for headroom.
This Game Jam was a great experience! And I'm quite happy with the results we achieved as a small team, in such a short time!