Jake Matthews – Final Project

The concept behind this game was the exploration of a Martian crater in order to prepare a small colony for the arrival of a human science team. The player controls an unmanned mars rover in exploration of the interior of the crater, where they can discover a handful of points of interest that may assist with their mission. Ultimately, the main colony is the largest and most cohesive location, though due to over scoping, I had to remove the interiors of all of the structures, and settle for a completely outdoor experience.

This is an overhead view of the entire crater. Made from a heightmap of an actual Martian crater, the proportions are generally accurate. Points of interest are marked on the image for easy reference. Red Circle: The main colony, mostly set up and ready to be occupied. Blue Circle: Small radio station, yet to be unpacked. Red X: Abandoned dome from a previous mission, mostly lost in the Martian soil. Blue X: Mostly buried rover, with only the antenna peeking out of a pile of dust. Black X: Subterranean airlock for an underground facility.
The Main colony, with the character rover parked out front
Solar arrays for powering the colony
Radio Station
Abandoned Dome
Player Character – the main rover
Tracks left by the rover in the Martian soil, fun for making patterns or finding your way home. The track texture was from the Asset Store. Additionally, the rover kicks up dust when it’s in gear, though it doesn’t look great due to scripting limitations.
Asset Atlas

Over the course of this project, I learned a lot about the art pipeline for game design. While I knew how to model, and how to make games in Unity, I had never really touched UVs or tried texturing anything before. Additionally, I’d never taken an asset I had modeled and taken in into Unity. After learning the entire process, I’m very excited to use these skills in my own projects moving forward. Through the entire class, I think I made the most progress when it came to texturing. Even though I struggled with the UVs, I learned multiple new software programs, and think that my final textures look nice, even if they are a bit more cartoony than I’d originally anticipated.

The video is fairly long due to the slowness of the player’s vehicle. Additionally, in order to ensure it didn’t fly away, the vehicle is very heavy, and struggles to climb inclines. For ease of viewing, here are the timestamps of important highlights: 00:00 The Mars Colony and attached solar array. 2:00 The underground airlock. 3:40 The Radio Station 6:45 The abandoned dome. and 13:23 the buried rover.

https://drive.google.com/drive/folders/1CL2NhjQPAlmFYEI9DpnQizH1zwz3ivxl?usp=sharing

This should have both a Windows and Mac build of the main level, should anyone want to give it a try. Have fun!

3 Comments Add yours

  1. Kirsten says:

    Using an actual height map of Mars is a super cool detail and really adds to the level. I like that you have a lot of exploration in your game, with some cool points of interest. Really great environmental storytelling!

  2. Daniel says:

    I know you didn’t like the movement of the rover but, I think it added to the mars gravity that would play into the movement of the rover. I like the texture used for the dessert. I like the cartoony style you went with for the rover. The glass texture for the dome is also really cool. Great job!

  3. Wade says:

    The turning of the car looks really good. The way it really leans into the turn gives everything a real sense of weight.

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