Final Project – Kurtis Kiai

My project – Dystopian Prison

My game is based around a child known as Dexa who has lived in the shadows of a dystopian city located between Russia and China. The player has to collect all dark orbs present in the alleyways in order to escape the grimy world, but beware of the bright lights that will erode away your existence.

Reflection

There was a lot of shifting in terms of scope and game design. Having come into this class with little to no knowledge in digital art, I have learned a ton about process and pipeline that is needed to transfer an idea into a textured object in a game. I found that my modelling skills were not as predominant as I had anticipated, so I shifted from third-person to first-person and focused my modelling on the NPC characters. I found a similar situation when I was animating my character, and resorted to the animations present from Mixamo. I was not able to animate any interactions but I am hoping to learn from this experience as I move forward. All in all, I wanted my project to lean towards the scenic direction, and I think I managed to achieve a product quite similar to my original goal. I believe that the knowledge earned in this class will greatly aid my judgement in terms of artwork in game design. I would say my most significant area of growth was level design in Maya.

Credits:

Base NPC model: Tsvetomir Georgiev – https://www.artstation.com/cecoaliensa/store

Rain effects asset: Jeff Johnson – www.digitalruby.com/unity-plugins/

Skybox asset: Wello Soft – https://assetstore.unity.com/publishers/11882

Background music – Ben Mangold

Windows/Mac Build. *I have not tested the Mac build. Let me know if it doesn’t work.

https://drive.google.com/drive/folders/16GtdO3cQr3fdmxxUFOnon0Wii7CiKuOb?usp=sharing

3 Comments Add yours

  1. Percy says:

    The environment here is really well built. It feels closed off at first, and then you realise you can jump wherever you want, and suddenly the whole area has opened up to you. It’s really well done, feels realistic but stylised. I would’ve loved to see the main character, but hey, we all get hit by scope.

  2. Oliver says:

    I still can’t get over how satisfying the transition between skyboxes was during the end scene. This was cool seeing how you implemented this game and the end result is really nice to look at.

  3. Julian says:

    Your lovingly crafted environment really helps to sell the tone and mood of the game. The atmosphere is so moody and thick it really drags the player into it. My only real question is why is the player character so small? Especially in comparison to the other humanoid NPC’s and props in the environment

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